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- package goblindarkdwellersim;
- import java.util.Arrays.*;
- import java.util.Random;
- public class GoblinDarkDwellerSim {
- public static void main(String[] args) {
- Deck deck=new Deck();
- //CardType 1 is a land
- //CardType 2 is another creature
- //CardType 3 is a Goblin Dark-Dweller
- //CardType 5 is a spell that can be flashed back
- for (int NrSpells=0; NrSpells<=30; NrSpells++){
- deck.SetDeck(26,30-NrSpells,4,0,NrSpells);
- double Probability=ProbabilityForRandomHand(deck,7,1000000);
- System.out.print("Probability of being able to flash back a card in games where you play a turn-5 Goblin Dark-Dwellers in a deck with "+NrSpells+" spells: ");
- System.out.println(Math.round(Probability*10000)/100.0);
- }
- }//end of main
- public static double ProbabilityForRandomHand(Deck deck, int StartingCards, int NumberOfIterations){
- Deck remainingdeck=new Deck();
- double NumberOfGamesWithfavorableOutcome=0;
- double NumberOfGamesWithTurn5GDD=0;
- for (int IterationCounter=1; IterationCounter<=NumberOfIterations; IterationCounter++){
- OpeningHand openinghand=GiveOpeningHandAfterMulls(deck, StartingCards);
- remainingdeck.SetDeck(deck.NumberOfLands-openinghand.NumberOfLands,deck.NumberOfCardType2-openinghand.NumberOfCardType2,deck.NumberOfCardType3-openinghand.NumberOfCardType3,deck.NumberOfCardType4-openinghand.NumberOfCardType4,deck.NumberOfSpells-openinghand.NumberOfSpells);
- int Outcome=SimulateGame(remainingdeck,openinghand);
- if (Outcome==0) {NumberOfGamesWithfavorableOutcome++; NumberOfGamesWithTurn5GDD++;}
- if (Outcome==1) {NumberOfGamesWithTurn5GDD++;}
- }
- return NumberOfGamesWithfavorableOutcome/(NumberOfGamesWithTurn5GDD+0.0);
- }//end of AverageKillTurnForRandomHand
- static OpeningHand GiveOpeningHandAfterMulls (Deck deck, int StartingCards) {
- Deck remainingdeck=new Deck();
- OpeningHand openinghand=new OpeningHand();
- int TypeOfCardDrawn;
- boolean KeepHand=false;
- for (int OpeningHandSize=7; OpeningHandSize>=1; OpeningHandSize--){
- if (KeepHand==false){
- openinghand.SetHand(0,0,0,0,0);
- remainingdeck.SetDeck(deck.NumberOfLands,deck.NumberOfCardType2,deck.NumberOfCardType3,deck.NumberOfCardType4,deck.NumberOfSpells);
- int NumberOfLands=0;
- for (int CardsDrawn=0; CardsDrawn<OpeningHandSize; CardsDrawn++){
- TypeOfCardDrawn=remainingdeck.DrawCard();
- if (TypeOfCardDrawn==1) {openinghand.NumberOfLands++; NumberOfLands++;}
- if (TypeOfCardDrawn==2) {openinghand.NumberOfCardType2++;}
- if (TypeOfCardDrawn==3) {openinghand.NumberOfCardType3++;}
- if (TypeOfCardDrawn==4) {openinghand.NumberOfCardType4++;}
- if (TypeOfCardDrawn==5) {openinghand.NumberOfSpells++;}
- }
- KeepHand=true;
- if (OpeningHandSize>1) {
- // We mulligan a hand if it contains 0, 1, 6, or 7 lands
- if (NumberOfLands<=1 || NumberOfLands>=6) {KeepHand=false;}
- //
- }
- }
- }
- return openinghand;
- }//end of GiveOpeningHandAfterMulls
- static int SimulateGame(Deck remainingdeck, OpeningHand openinghand) {
- //Initializing
- int TypeOfCardDrawn=0;
- int Outcome=2;
- boolean SpellInGraveyard=false;
- //We are on the draw with probability 0.5
- boolean WeAreOnTheDraw=false;
- Random generator = new Random();
- if (generator.nextDouble()>=0.5) {WeAreOnTheDraw=true;}
- int LandsInHand=openinghand.NumberOfLands;
- int SpellsInHand=openinghand.NumberOfSpells;
- int GDDInHand=openinghand.NumberOfCardType3;
- int LandsInPlay=0;
- for (int Turn=1; Turn<=5; Turn++){
- if (Turn>1 || (Turn==1 && WeAreOnTheDraw)) {
- TypeOfCardDrawn=remainingdeck.DrawCard();
- if (TypeOfCardDrawn==1) {LandsInHand++;}
- if (TypeOfCardDrawn==3) {GDDInHand++;}
- if (TypeOfCardDrawn==5) {SpellsInHand++;}
- }
- if (LandsInHand>=1) {LandsInHand--; LandsInPlay++;}
- if (LandsInPlay==4 & SpellsInHand>=1) {SpellInGraveyard=true;}
- //On turn 5, we need to play GDD if possible--no mana for a spell. So we essentially only have to check if we can cast a spell on turn 4.
- }
- if (GDDInHand>=1 && LandsInPlay==5 && SpellInGraveyard) {Outcome=0;}
- if (GDDInHand>=1 && LandsInPlay==5 && !SpellInGraveyard) {Outcome=1;}
- return Outcome;
- }//end of SimulateGame
- }
- class OpeningHand {
- int NumberOfLands;
- int NumberOfCardType2;
- int NumberOfCardType3;
- int NumberOfCardType4;
- int NumberOfSpells;
- int NrOfCards(){
- return NumberOfLands+NumberOfCardType2+NumberOfCardType3+NumberOfCardType4+NumberOfSpells;
- }
- void SetHand (int Nr1, int Nr2, int Nr3, int Nr4, int Nr5) {
- NumberOfLands=Nr1;
- NumberOfCardType2=Nr2;
- NumberOfCardType3=Nr3;
- NumberOfCardType4=Nr4;
- NumberOfSpells=Nr5;
- }
- }//end of OpeningHand
- class Deck {
- int NumberOfLands;
- int NumberOfCardType2;
- int NumberOfCardType3;
- int NumberOfCardType4;
- int NumberOfSpells;
- void SetDeck (int Nr1, int Nr2, int Nr3, int Nr4, int Nr5) {
- NumberOfLands=Nr1;
- NumberOfCardType2=Nr2;
- NumberOfCardType3=Nr3;
- NumberOfCardType4=Nr4;
- NumberOfSpells=Nr5;
- }
- int NrOfCards(){
- return NumberOfLands+NumberOfCardType2+NumberOfCardType3+NumberOfCardType4+NumberOfSpells;
- }
- int DrawCard (){
- Random generator = new Random();
- int CardType=0;
- int RandomIntegerBetweenOneAndDeckSize=generator.nextInt( this.NrOfCards() )+1;
- int OneCutoff=NumberOfLands;
- int TwoCutoff=OneCutoff+NumberOfCardType2;
- int ThreeCutoff=TwoCutoff+NumberOfCardType3;
- int FourCutoff=ThreeCutoff+NumberOfCardType4;
- int FiveCutoff=FourCutoff+NumberOfSpells;
- if (RandomIntegerBetweenOneAndDeckSize<=OneCutoff) {CardType=1; this.NumberOfLands--;}
- if (RandomIntegerBetweenOneAndDeckSize>OneCutoff && RandomIntegerBetweenOneAndDeckSize<=TwoCutoff) {CardType=2; this.NumberOfCardType2--;}
- if (RandomIntegerBetweenOneAndDeckSize>TwoCutoff && RandomIntegerBetweenOneAndDeckSize<=ThreeCutoff) {CardType=3; this.NumberOfCardType3--;}
- if (RandomIntegerBetweenOneAndDeckSize>ThreeCutoff && RandomIntegerBetweenOneAndDeckSize<=FourCutoff) {CardType=4; this.NumberOfCardType4--;}
- if (RandomIntegerBetweenOneAndDeckSize>FourCutoff && RandomIntegerBetweenOneAndDeckSize<=FiveCutoff) {CardType=5; this.NumberOfSpells--;}
- return CardType;
- }
- }//end of Deck
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