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frankkarsten

How often do you have 2 basics for battle lands?

Mar 28th, 2016
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Java 9.60 KB | None | 0 0
  1. package battlelands;
  2.  
  3. import java.util.Arrays.*;
  4. import java.util.Random;
  5.  
  6. public class BattleLands {
  7.  
  8.     public static void main(String[] args) {
  9.        
  10.         Deck deck=new Deck();
  11.  
  12.         //CardType 1 is a Battle land
  13.         //CardType 2 used to be a fetch-land, which is now not used anymore and set to 0
  14.         //CardType 3 is a basic land (or Evolving Wilds)
  15.         //CardType 4 is another land (e.g., man-land or pain-land)
  16.         //CardType 5 is a non-land card
  17.        
  18.         for (int basics=1; basics<=20; basics++){
  19.  
  20.             System.out.println("=================================================");
  21.             System.out.println("We now consider a deck with "+basics+" basic lands");
  22.             System.out.println("=================================================");
  23.  
  24.             //The first output line give the percentage probability that a Battle land which would be played on turn 3 enters tapped.
  25.             //The second output line give the percentage probability that a Battle land which would be played on turn 4 enters tapped.
  26.             //The third output line give the percentage probability that a Battle land which would be played on turn 5 enters tapped.
  27.            
  28.             deck.SetDeck(4,0,basics,21-basics,35);
  29.             double Probability;
  30.                
  31.             for (int turn=3; turn<=5; turn++){
  32.                 Probability=ProbabilityForRandomHand(deck,7,1000000,turn);
  33.                 System.out.println(Math.round(Probability*10000)/100.0);
  34.             }
  35.         }
  36.        
  37.     }//end of main
  38.  
  39.     public static double ProbabilityForRandomHand(Deck deck, int StartingCards, int NumberOfIterations, int ProbabilityType){
  40.         //ProbabilityType 3: Probability that you have at least 2 basics in play at the start of turn 3 (outcome: 0=yes 2 basics, 1=no not enough basics)
  41.         //ProbabilityType 4: Probability that you have at least 2 basics in play at the start of turn 4 (outcome: 0=yes 2 basics, 1=no not enough basics)
  42.         //ProbabilityType 5: Probability that you have at least 2 basics in play at the start of turn 5 (outcome: 0=yes 2 basics, 1=no not enough basics)
  43.        
  44.         Deck remainingdeck=new Deck();
  45.         double NumberOfRelevantGames=0;
  46.         double NumberOfGamesWithUnfavorableOutcome=0;
  47.         for (int IterationCounter=1; IterationCounter<=NumberOfIterations; IterationCounter++){
  48.             OpeningHand openinghand=GiveOpeningHandAfterMulls(deck, StartingCards);
  49.             remainingdeck.SetDeck(deck.NumberOfBattleLands-openinghand.NumberOfBattleLands,deck.NumberOfFetchLands-openinghand.NumberOfFetchLands,deck.NumberOfBasicLands-openinghand.NumberOfBasicLands,deck.NumberOfOtherLands-openinghand.NumberOfOtherLands,deck.NumberOfSpells-openinghand.NumberOfSpells);
  50.             int Outcome=SimulateGame(remainingdeck,openinghand,ProbabilityType);
  51.             if (Outcome<2) {NumberOfRelevantGames++;} //This is currently not used
  52.             if (Outcome==1) {NumberOfGamesWithUnfavorableOutcome++;}
  53.         }
  54.         return NumberOfGamesWithUnfavorableOutcome/(NumberOfRelevantGames+0.0);
  55.     }//end of AverageKillTurnForRandomHand
  56.    
  57.     static OpeningHand GiveOpeningHandAfterMulls (Deck deck, int StartingCards) {
  58.        
  59.         Deck remainingdeck=new Deck();
  60.         OpeningHand openinghand=new OpeningHand();
  61.         int TypeOfCardDrawn;
  62.         boolean KeepHand=false;
  63.        
  64.         for (int OpeningHandSize=7; OpeningHandSize>=1; OpeningHandSize--){
  65.             if (KeepHand==false){
  66.                 openinghand.SetHand(0,0,0,0,0);
  67.                 remainingdeck.SetDeck(deck.NumberOfBattleLands,deck.NumberOfFetchLands,deck.NumberOfBasicLands,deck.NumberOfOtherLands,deck.NumberOfSpells);
  68.                 int NumberOfLands=0;
  69.                 for (int CardsDrawn=0; CardsDrawn<OpeningHandSize; CardsDrawn++){
  70.                     TypeOfCardDrawn=remainingdeck.DrawCard();
  71.                     if (TypeOfCardDrawn==1) {openinghand.NumberOfBattleLands++; NumberOfLands++;}
  72.                     if (TypeOfCardDrawn==2) {openinghand.NumberOfFetchLands++; NumberOfLands++;}
  73.                     if (TypeOfCardDrawn==3) {openinghand.NumberOfBasicLands++; NumberOfLands++;}
  74.                     if (TypeOfCardDrawn==4) {openinghand.NumberOfOtherLands++; NumberOfLands++;}
  75.                     if (TypeOfCardDrawn==5) {openinghand.NumberOfSpells++;}
  76.                 }
  77.                 KeepHand=true;
  78.                 if (OpeningHandSize>1) {
  79.                     // We mulligan a hand if it contains 0, 1, 5, 6, or 7 lands
  80.                     if (NumberOfLands<=1 || NumberOfLands>=5) {KeepHand=false;}
  81.                     //
  82.                 }
  83.             }
  84.         }
  85.        
  86.         return openinghand;
  87.     }//end of GiveOpeningHandAfterMulls
  88.    
  89.    
  90.     static int SimulateGame(Deck remainingdeck, OpeningHand openinghand, int ProbabilityType) {
  91.        
  92.         int TypeOfCardDrawn=0;
  93.         int BasicsInPlay=0;
  94.         int Outcome=2;
  95.         boolean GotABattleLandThisTurn=false;
  96.         boolean ThisLandEnteredTapped=false;
  97.         boolean EnoughBasicsAtStartTurn=false;
  98.        
  99.         int BattleLandsInHand=openinghand.NumberOfBattleLands;
  100.         int FetchLandsInHand=openinghand.NumberOfFetchLands;
  101.         int BasicLandsInHand=openinghand.NumberOfBasicLands;
  102.         int OtherLandsInHand=openinghand.NumberOfOtherLands;
  103.         int SpellsInHand=openinghand.NumberOfSpells;
  104.                
  105.         for (int Turn=1; Turn<=5; Turn++){
  106.             if (Turn>1) {
  107.                 TypeOfCardDrawn=remainingdeck.DrawCard();
  108.                 if (TypeOfCardDrawn==1) {BattleLandsInHand++;}
  109.                 if (TypeOfCardDrawn==2) {FetchLandsInHand++;}
  110.                 if (TypeOfCardDrawn==3) {BasicLandsInHand++;}
  111.                 if (TypeOfCardDrawn==4) {OtherLandsInHand++;}
  112.                 if (TypeOfCardDrawn==5) {SpellsInHand++;}
  113.             }
  114.             boolean LandPlayed=false;
  115.  
  116.             if (Turn==ProbabilityType && BasicsInPlay>=2) {EnoughBasicsAtStartTurn=true;}
  117.            
  118.             //1. If there are >=2 basics in play and you can play a Battle land from hand, then do so
  119.             if (BasicsInPlay>=2 && BattleLandsInHand>=1) {
  120.                 BattleLandsInHand--;
  121.                 if (Turn==ProbabilityType) {GotABattleLandThisTurn=true; ThisLandEnteredTapped=false;}
  122.                 LandPlayed=true;
  123.             }
  124.            
  125.             //3. Otherwise, if you can play a basic from hand, then do so
  126.             if (LandPlayed==false && BasicLandsInHand>=1) {
  127.                 BasicLandsInHand--;
  128.                 BasicsInPlay++;
  129.                 LandPlayed=true;
  130.             }
  131.                        
  132.             //5. Otherwise, play another land
  133.             if (LandPlayed==false && OtherLandsInHand>=1) {
  134.                 OtherLandsInHand--;
  135.                 LandPlayed=true;
  136.             }
  137.            
  138.             //6. Otherwise, play a Battle land
  139.             if (LandPlayed==false && BattleLandsInHand>=1) {
  140.                 BattleLandsInHand--;
  141.                 if (Turn==ProbabilityType) {GotABattleLandThisTurn=true; ThisLandEnteredTapped=true;}
  142.             }
  143.         }//end of the for-loop over the turns
  144.  
  145.         if (ProbabilityType>=3 && EnoughBasicsAtStartTurn) {Outcome=0;}
  146.         if (ProbabilityType>=3 && !EnoughBasicsAtStartTurn) {Outcome=1;}
  147.        
  148.         return Outcome;
  149.        
  150.     }//end of SimulateGame
  151.    
  152. }
  153.  
  154. class OpeningHand {
  155.     int NumberOfBattleLands;
  156.     int NumberOfFetchLands;
  157.     int NumberOfBasicLands;
  158.     int NumberOfOtherLands;
  159.     int NumberOfSpells;
  160.  
  161.     int NrOfCards(){
  162.         return NumberOfBattleLands+NumberOfFetchLands+NumberOfBasicLands+NumberOfOtherLands+NumberOfSpells;
  163.     }
  164.  
  165.     void SetHand (int Nr1, int Nr2, int Nr3, int Nr4, int Nr5) {
  166.         NumberOfBattleLands=Nr1;
  167.         NumberOfFetchLands=Nr2;
  168.         NumberOfBasicLands=Nr3;
  169.         NumberOfOtherLands=Nr4;
  170.         NumberOfSpells=Nr5;
  171.     }
  172.  
  173. }//end of OpeningHand
  174.  
  175. class Deck {
  176.     int NumberOfBattleLands;
  177.     int NumberOfFetchLands;
  178.     int NumberOfBasicLands;
  179.     int NumberOfOtherLands;
  180.     int NumberOfSpells;
  181.    
  182.     void SetDeck (int Nr1, int Nr2, int Nr3, int Nr4, int Nr5) {
  183.         NumberOfBattleLands=Nr1;
  184.         NumberOfFetchLands=Nr2;
  185.         NumberOfBasicLands=Nr3;
  186.         NumberOfOtherLands=Nr4;
  187.         NumberOfSpells=Nr5;
  188.     }
  189.    
  190.     int NrOfCards(){
  191.         return NumberOfBattleLands+NumberOfFetchLands+NumberOfBasicLands+NumberOfOtherLands+NumberOfSpells;
  192.     }
  193.    
  194.     int DrawCard (){
  195.         Random generator = new Random();
  196.         int CardType=0;
  197.         int RandomIntegerBetweenOneAndDeckSize=generator.nextInt( this.NrOfCards() )+1;
  198.         int OneCutoff=NumberOfBattleLands;
  199.         int TwoCutoff=OneCutoff+NumberOfFetchLands;
  200.         int ThreeCutoff=TwoCutoff+NumberOfBasicLands;
  201.         int FourCutoff=ThreeCutoff+NumberOfOtherLands;
  202.         int FiveCutoff=FourCutoff+NumberOfSpells;
  203.  
  204.         if (RandomIntegerBetweenOneAndDeckSize<=OneCutoff) {CardType=1; this.NumberOfBattleLands--;}
  205.         if (RandomIntegerBetweenOneAndDeckSize>OneCutoff && RandomIntegerBetweenOneAndDeckSize<=TwoCutoff) {CardType=2; this.NumberOfFetchLands--;}
  206.         if (RandomIntegerBetweenOneAndDeckSize>TwoCutoff && RandomIntegerBetweenOneAndDeckSize<=ThreeCutoff) {CardType=3; this.NumberOfBasicLands--;}
  207.         if (RandomIntegerBetweenOneAndDeckSize>ThreeCutoff && RandomIntegerBetweenOneAndDeckSize<=FourCutoff) {CardType=4; this.NumberOfOtherLands--;}
  208.         if (RandomIntegerBetweenOneAndDeckSize>FourCutoff && RandomIntegerBetweenOneAndDeckSize<=FiveCutoff) {CardType=5; this.NumberOfSpells--;}
  209.         return CardType;
  210.     }
  211.    
  212. }//end of Deck
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