2004-12-30 17:48:19 +01:00
|
|
|
#include "free.h"
|
|
|
|
#include "league.h"
|
|
|
|
#include "maths.h"
|
2004-12-23 13:58:39 +01:00
|
|
|
#include "player.h"
|
2004-12-30 17:48:19 +01:00
|
|
|
#include "team.h"
|
|
|
|
#include "variables.h"
|
2004-12-23 13:58:39 +01:00
|
|
|
|
2004-12-30 17:48:19 +01:00
|
|
|
/** How much a player's skill can deviate from
|
|
|
|
the average skill in his team. */
|
|
|
|
#define CONSTANT_PLAYER_AVERAGE_SKILL_VARIANCE 0.1
|
|
|
|
/** Lower limit for player ages. */
|
|
|
|
#define CONSTANT_PLAYER_AGE_LOWER (18 * 52)
|
|
|
|
/** Upper limit for player ages. */
|
|
|
|
#define CONSTANT_PLAYER_AGE_UPPER (36 * 52)
|
|
|
|
/** Lower limit for player peak ages. */
|
|
|
|
#define CONSTANT_PLAYER_PEAK_AGE_LOWER (30 * 52)
|
|
|
|
/** Upper limit for player peak ages. */
|
|
|
|
#define CONSTANT_PLAYER_PEAK_AGE_UPPER (33 * 52)
|
|
|
|
/** By how many weeks the peak age of goalies is
|
|
|
|
greater. */
|
|
|
|
#define CONSTANT_PLAYER_PEAK_AGE_GOALIE_ADDITION (2 * 52)
|
|
|
|
/** Limits for initial fitness. */
|
|
|
|
#define CONSTANT_PLAYER_FITNESS_LOWER 85
|
|
|
|
/** Limits for initial fitness. */
|
|
|
|
#define CONSTANT_PLAYER_FITNESS_UPPER 100
|
|
|
|
|
|
|
|
/** The bounds determining the player positions in a newly created
|
|
|
|
team for players 13 to CONSTANT_TEAM_MAX_PLAYERS.
|
|
|
|
Player 11 is always the second goalie. */
|
|
|
|
#define CONSTANT_PLAYER_POS_BOUND1 15
|
|
|
|
#define CONSTANT_PLAYER_POS_BOUND2 17
|
|
|
|
|
|
|
|
/** Bounds for the contract time at player generation. */
|
|
|
|
#define CONSTANT_PLAYER_CONTRACT_LOWER 52
|
|
|
|
#define CONSTANT_PLAYER_CONTRACT_UPPER 4 * 52
|
|
|
|
|
|
|
|
/** Bounds for the last skill update at player generation. */
|
|
|
|
#define CONSTANT_PLAYER_LSU_LOWER 2
|
|
|
|
#define CONSTANT_PLAYER_LSU_UPPER 10
|
|
|
|
|
|
|
|
/** These determine the value calculation of players.
|
|
|
|
Value is a function of skill and talent involving
|
|
|
|
a power.
|
|
|
|
@see player_assign_value()*/
|
|
|
|
#define CONSTANT_PLAYER_VALUE_SKILL_WEIGHT 0.65
|
|
|
|
#define CONSTANT_PLAYER_VALUE_POWER 3.5
|
|
|
|
|
|
|
|
/** These determine the wage calculation of players.
|
|
|
|
Wage depends on the value and a random factor near 1.
|
|
|
|
@see player_assign_wage() */
|
|
|
|
#define CONSTANT_PLAYER_WAGE_VALUE_FACTOR 0.01
|
|
|
|
#define CONSTANT_PLAYER_WAGE_RANDOM_DEV 0.15
|
|
|
|
|
|
|
|
/** This determines the accuracy of the scout's
|
|
|
|
talent estimate. The smaller the better. */
|
|
|
|
#define CONSTANT_PLAYER_ETAL_SCOUT_FACTOR 7
|
|
|
|
|
|
|
|
/** Create and return a new player.
|
|
|
|
@param tm The team the player will belong to.
|
|
|
|
@param average_skill The average skill of the team.
|
|
|
|
The player's skill can deviate from this value by #CONSTANT_PLAYER_AVERAGE_SKILL_VARIANCE %
|
|
|
|
@return A newly created player. */
|
|
|
|
Player
|
|
|
|
player_new(const Team *tm, gint average_skill)
|
|
|
|
{
|
|
|
|
gfloat skill_factor =
|
|
|
|
math_rnd(1 - CONSTANT_PLAYER_AVERAGE_SKILL_VARIANCE,
|
|
|
|
1 + CONSTANT_PLAYER_AVERAGE_SKILL_VARIANCE);
|
|
|
|
Player new;
|
|
|
|
|
|
|
|
new.name =
|
|
|
|
g_string_new(((GString*)g_ptr_array_index(player_names, math_rndi(0, player_names->len - 1)))->str);
|
|
|
|
new.clid = tm->clid;
|
|
|
|
new.team_id = tm->id;
|
|
|
|
new.id = player_new_id(tm->players);
|
|
|
|
new.pos = player_get_position_from_structure(tm->structure, tm->players->len);
|
|
|
|
new.cpos = new.pos;
|
|
|
|
new.skill = CLAMP((gint)rint((gfloat)average_skill * skill_factor), 0, CONSTANT_PLAYER_MAX_SKILL);
|
|
|
|
new.cskill = new.skill;
|
|
|
|
new.age = math_gauss_disti(CONSTANT_PLAYER_AGE_LOWER,
|
|
|
|
CONSTANT_PLAYER_AGE_UPPER);
|
|
|
|
new.peak_age =
|
|
|
|
math_rndi(CONSTANT_PLAYER_PEAK_AGE_LOWER +
|
|
|
|
(new.pos == PLAYER_POS_GOALIE) * CONSTANT_PLAYER_PEAK_AGE_GOALIE_ADDITION,
|
|
|
|
CONSTANT_PLAYER_PEAK_AGE_UPPER +
|
|
|
|
(new.pos == PLAYER_POS_GOALIE) * CONSTANT_PLAYER_PEAK_AGE_GOALIE_ADDITION);
|
|
|
|
new.talent = player_new_talent(new.skill);
|
|
|
|
new.etal = player_estimate_talent(&new);
|
|
|
|
new.fitness = math_rndi(CONSTANT_PLAYER_FITNESS_LOWER, CONSTANT_PLAYER_FITNESS_UPPER);
|
|
|
|
new.health = new.recovery = new.goals = new.games = 0;
|
|
|
|
new.value = player_assign_value(&new);
|
|
|
|
new.wage = player_assign_wage(&new);
|
|
|
|
new.contract = math_rndi(CONSTANT_PLAYER_CONTRACT_LOWER, CONSTANT_PLAYER_CONTRACT_UPPER);
|
|
|
|
new.lsu = math_rndi(CONSTANT_PLAYER_LSU_LOWER, CONSTANT_PLAYER_LSU_UPPER);
|
|
|
|
new.cards = g_array_new(FALSE, FALSE, sizeof(PlayerCard));
|
|
|
|
/* todo: make player history struct. */
|
|
|
|
new.history = NULL;
|
|
|
|
|
|
|
|
return new;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Return a player id that's not yet 'occupied'.
|
|
|
|
@param players The player array the new player will belong to.
|
|
|
|
@return A new id that none of the other players has. */
|
|
|
|
gint
|
|
|
|
player_new_id(const GArray *players)
|
|
|
|
{
|
|
|
|
gint i, j;
|
|
|
|
|
|
|
|
for(i=0;i<CONSTANT_TEAM_MAX_PLAYERS;i++)
|
|
|
|
{
|
|
|
|
for(j=0;j<players->len;j++)
|
|
|
|
if(g_array_index(players, Player, j).id == i)
|
|
|
|
break;
|
|
|
|
|
|
|
|
if(j == players->len)
|
|
|
|
return j;
|
|
|
|
}
|
|
|
|
|
|
|
|
g_warning("player_new_id: didn't find id for a new player.\n");
|
|
|
|
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Return the appropriate position for the player with the given number.
|
|
|
|
The position depends on the team structure if the player number is < 11
|
|
|
|
and on some constants otherwise.
|
|
|
|
@param structure The team structure, something like 442 or 352.
|
|
|
|
@param player_number The number of the player within the team.
|
|
|
|
@return A new position for the player. */
|
|
|
|
gint
|
|
|
|
player_get_position_from_structure(gint structure, gint player_number)
|
|
|
|
{
|
|
|
|
gint position = -1;
|
|
|
|
gint bound[2] =
|
|
|
|
{math_get_place(structure, 3) + 1,
|
|
|
|
math_get_place(structure, 3) +
|
|
|
|
math_get_place(structure, 2) + 1};
|
|
|
|
|
|
|
|
if(player_number % 11 == 0)
|
|
|
|
position = PLAYER_POS_GOALIE;
|
|
|
|
else if(player_number < bound[0] ||
|
|
|
|
(player_number > 10 && player_number < CONSTANT_PLAYER_POS_BOUND1))
|
|
|
|
position = PLAYER_POS_DEFENDER;
|
|
|
|
else if(player_number < bound[1] ||
|
|
|
|
(player_number > 10 && player_number < CONSTANT_PLAYER_POS_BOUND2))
|
|
|
|
position = PLAYER_POS_MIDFIELDER;
|
|
|
|
else
|
|
|
|
position = PLAYER_POS_FORWARD;
|
|
|
|
|
|
|
|
return position;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Calculate the talent value of the player based on his skill.
|
|
|
|
@param skill The player's skill.
|
|
|
|
@return The new talent value. */
|
|
|
|
gint
|
|
|
|
player_new_talent(gint skill)
|
|
|
|
{
|
|
|
|
gint talent = math_gauss_disti(2 * skill - CONSTANT_PLAYER_MAX_SKILL,
|
|
|
|
CONSTANT_PLAYER_MAX_SKILL);
|
|
|
|
if(talent < skill)
|
|
|
|
talent = 2 * skill - talent;
|
|
|
|
|
|
|
|
return talent;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Estimate a player's talent. The quality of the estimate
|
|
|
|
depends on the quality of the scout.
|
|
|
|
@param pl The player of which we'd like to estimate the talent.
|
|
|
|
@return A talent estimate. */
|
|
|
|
gint
|
|
|
|
player_estimate_talent(const Player *pl)
|
|
|
|
{
|
|
|
|
gint i;
|
|
|
|
|
|
|
|
/* the maximal deviance in both directions */
|
|
|
|
gint deviance_bound[2] =
|
|
|
|
{pl->talent - pl->skill, CONSTANT_PLAYER_MAX_SKILL - pl->talent};
|
|
|
|
|
|
|
|
/* the scout's maximal deviance */
|
|
|
|
gfloat scout_deviance = (scout % 10) * CONSTANT_PLAYER_ETAL_SCOUT_FACTOR;
|
|
|
|
|
|
|
|
/* adjust deviance_bounds with regard to the scout's
|
|
|
|
deviance */
|
|
|
|
for(i=0;i<2;i++)
|
|
|
|
deviance_bound[i] = MIN(deviance_bound[i], scout_deviance);
|
|
|
|
|
|
|
|
return math_rndi(pl->talent - deviance_bound[0],
|
|
|
|
pl->talent + deviance_bound[1]);
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Assign a (transfer) value to a player. The value depends on skill,
|
|
|
|
talent and age.
|
|
|
|
@param pl The player we examine.
|
|
|
|
@return The value of the player. */
|
|
|
|
gint
|
|
|
|
player_assign_value(const Player *pl)
|
|
|
|
{
|
|
|
|
gint value;
|
|
|
|
|
|
|
|
value = (gint)powf((CONSTANT_PLAYER_VALUE_SKILL_WEIGHT * (gfloat)pl->skill
|
|
|
|
+ (1 - CONSTANT_PLAYER_VALUE_SKILL_WEIGHT) * (gfloat)pl->talent * 0.7),
|
|
|
|
CONSTANT_PLAYER_VALUE_POWER);
|
|
|
|
|
|
|
|
if(pl->age <= CONSTANT_PLAYER_AGE_LOWER + 2 * 52)
|
|
|
|
value = (gint)((gfloat)value * 1.05);
|
|
|
|
else if(pl->age <= CONSTANT_PLAYER_AGE_LOWER + 4 * 52)
|
|
|
|
value = (gint)((gfloat)value * 1.1);
|
|
|
|
else if(pl->age >= CONSTANT_PLAYER_AGE_UPPER - 4 * 52)
|
|
|
|
value = (gint)((gfloat)value * 0.95);
|
|
|
|
else if(pl->age >= CONSTANT_PLAYER_AGE_UPPER - 2 * 52)
|
|
|
|
value = (gint)((gfloat)value * 0.9);
|
|
|
|
|
|
|
|
value = math_round_integer(value, 2);
|
|
|
|
|
|
|
|
return value;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Assign a value to a player. The value depends on skill,
|
|
|
|
talent and age.
|
|
|
|
@param pl The player we examine.
|
|
|
|
@return The wage of the player. */
|
|
|
|
gint
|
|
|
|
player_assign_wage(const Player *pl)
|
|
|
|
{
|
|
|
|
gfloat wage;
|
|
|
|
|
|
|
|
wage = rint(((gfloat)pl->value * CONSTANT_PLAYER_WAGE_VALUE_FACTOR) *
|
|
|
|
math_rnd(1 - CONSTANT_PLAYER_WAGE_RANDOM_DEV,
|
|
|
|
1 + CONSTANT_PLAYER_WAGE_RANDOM_DEV) );
|
|
|
|
|
|
|
|
return math_round_integer((gint)wage, 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Copy a player to another player. The destination player
|
|
|
|
has to be a fully allocated player (because he gets
|
|
|
|
freed before we copy).
|
|
|
|
@param source The player we copy.
|
|
|
|
@param dest The player we overwrite. */
|
|
|
|
void
|
|
|
|
player_copy(const Player *source, Player *dest)
|
|
|
|
{
|
|
|
|
gint i;
|
|
|
|
|
|
|
|
free_player(dest);
|
|
|
|
|
|
|
|
*dest = *source;
|
|
|
|
dest->name = g_string_new(source->name->str);
|
|
|
|
dest->cards = g_array_new(FALSE, FALSE, sizeof(PlayerCard));
|
|
|
|
dest->history = NULL;
|
|
|
|
|
|
|
|
for(i=0;i<source->cards->len;i++)
|
|
|
|
g_array_append_val(dest->cards,
|
|
|
|
g_array_index(source->cards, PlayerCard, i));
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Copy a player into a team in a way that allows us to
|
|
|
|
free the player afterwards.
|
|
|
|
@param pl The player we copy.
|
|
|
|
@param tm The team we copy the player to.
|
|
|
|
@see player_copy() */
|
|
|
|
void
|
|
|
|
player_append_to_array(const Player *pl, Team *tm)
|
|
|
|
{
|
|
|
|
Player new_player = player_new(tm, CONSTANT_PLAYER_MAX_SKILL);
|
|
|
|
|
|
|
|
player_copy(pl, &new_player);
|
|
|
|
|
|
|
|
g_array_append_val(tm->players, new_player);
|
|
|
|
}
|