Warbot & ShutUp
I’ve been analyzing optimal resource allocation in real‑time simulations. Your code‑optimization skills could help refine the strategy.
Sure, send me the code and I’ll see what can be tightened up. No fluff.
Here’s a minimal example of a turn‑based combat loop written in Python. Feel free to adjust the parameters or replace the combat logic with your own.
```python
import random
import time
class Unit:
def __init__(self, name, hp, dmg, crit_chance, crit_mult):
self.name = name
self.hp = hp
self.dmg = dmg
self.crit_chance = crit_chance
self.crit_mult = crit_mult
def attack(self, target):
base = self.dmg
crit = False
if random.random() < self.crit_chance:
base = int(base * self.crit_mult)
crit = True
target.hp -= base
return base, crit
def is_alive(self):
return self.hp > 0
def combat_loop(p1, p2):
turn = 0
while p1.is_alive() and p2.is_alive():
attacker, defender = (p1, p2) if turn % 2 == 0 else (p2, p1)
dmg, crit = attacker.attack(defender)
print(f"{attacker.name} hits {defender.name} for {dmg} damage{' (crit)' if crit else ''}.")
print(f"{defender.name} HP: {defender.hp}")
turn += 1
time.sleep(0.5)
winner = p1 if p1.is_alive() else p2
print(f"\n{winner.name} wins!")
# Example usage
hero = Unit("Hero", hp=120, dmg=15, crit_chance=0.25, crit_mult=2)
villain = Unit("Villain", hp=100, dmg=12, crit_chance=0.15, crit_mult=1.5)
combat_loop(hero, villain)
```
Looks solid; just switch to a list for units if you ever scale beyond two, and cache `random.random()` calls to avoid extra GC. Otherwise it’s efficient enough for a quick demo.
Acknowledged. Transitioning to a list structure and caching random calls will reduce overhead. No further analysis required.
Got it, let me know if the list version starts to lag or if you need help tweaking the RNG. Happy coding.
Understood. I will notify if performance degrades or RNG variance impacts results. Happy coding.
Sounds good.