implémentation algo théorique (cela marche )

This commit is contained in:
fabien
2024-09-12 20:23:46 +02:00
parent 609d1d99d4
commit b7e3ebae22

View File

@@ -23,15 +23,6 @@
this.opponents = [];
this.gamesPlayed = [];
}
Player.prototype.availablePlayers = function (players, game) {
result = [];
for (var player of players ) {
if (!this.opponents.includes(player.name) &&
!player.gamesPlayed.includes(game) ) //TODO en fonction du mode
result.push(player);
}
return result;
};
Player.prototype.addOpponents = function (players) {
for (var player of players ) {
if (player.name === this.name) {
@@ -44,7 +35,7 @@
function compute() {
function compute() {
document.getElementById("results").innerHTML="";
players = [];
for (name of playerSet.slice(0,document.getElementById("players").value) ) {
@@ -57,56 +48,46 @@
session=1;
maxgameplayed = Math.floor(players.length / playerAtTable);
show ("Maximum "+ maxgameplayed + " parties joués en même temps<br/>");
var differentOponentMode = players.length >= playerAtTable * games.length ;
if (differentOponentMode ) {
showPass("Tous les joueurs pourront affronter des adversaires différents à chaque table");
}else {
showWarning("Certains joueurs s'affronteront plusieurs fois ");
}
played ={};
for( const player of players ) {
played[player.name]={};
}
while(!finished) {
while(!finished) { //a chaque session
show("<p><b>Session "+session +"<b><br/>");
var tables=0;
playersAvailableInSession=players.slice();
newTable=1;
while(playersAvailableInSession.length >= playerAtTable
&& tables < maxgameplayed && newTable > 0) {
newTable=0;
for( const game of games ) {
showDebug( "try for "+game+" players disponibles "+playersAvailableInSession.length +" ");
possibleplayers= playersAvailableInSession[0].availablePlayers( playersAvailableInSession, game);
showDebug ("players dispo " +possibleplayers.length + " <br/>" );
gameThisSession=[];
//youpi , une table faite
if(possibleplayers.length >= playerAtTable ) {
tablePlayer = possibleplayers.slice(0,playerAtTable) ;
show( "table "+game+" : ");
//showDebug ("tablePlayer : " +JSON.stringify(tablePlayer) ) ;
for( const player of tablePlayer ) {
played[player.name][game] = session;
player.gamesPlayed.push(game);
player.addOpponents(tablePlayer);
show( player.name +", ");
const index = playersAvailableInSession.indexOf(player);
if (index > -1) {
//showDebug("remove "+ player.name + " du pool de session <br/>");
playersAvailableInSession.splice(index, 1); // 2nd parameter means remove one item only
}
}
show( "<br/>");
tables++;
newTable++;
}
essai=0;
while(tables < maxgameplayed && essai < 10) {
essai++;
selectedGame = findgame(playersAvailableInSession, gameThisSession);
showDebug( "try for " +selectedGame +", players disponibles "+playersAvailableInSession.length );
possibleplayers = chooseplayers(playersAvailableInSession, selectedGame);
if(tables == maxgameplayed) {
break;
}
}
showDebug ("players dispo " +possibleplayers.length + " <br/>" );
//youpi , une table faite
if(possibleplayers.length >= playerAtTable ) {
tablePlayer = possibleplayers.slice(0,playerAtTable) ;
show( "table "+selectedGame+" : ");
//showDebug ("tablePlayer : " +JSON.stringify(tablePlayer) ) ;
for( const player of tablePlayer ) {
played[player.name][selectedGame] = session;
player.gamesPlayed.push(selectedGame);
player.addOpponents(tablePlayer);
show( player.name +", ");
const index = playersAvailableInSession.indexOf(player);
if (index > -1) {
//showDebug("remove "+ player.name + " du pool de session <br/>");
playersAvailableInSession.splice(index, 1); // 2nd parameter means remove one item only
}
}
show( "<br/>");
tables++;
gameThisSession.push(selectedGame);
}
}
show("</p>");
session++;
@@ -128,7 +109,99 @@
}
}
function showPass(text){
//pour le jeu dans jeux avec le moins de joueurs (en cas d'égalité celui le moins joué a cette session)
function findgame(playersAvailableInSession, gameThisSession) {
var gameplayer= {};
for( const g of games ) { //init
gameplayer[g]=0;
}
for ( p of playersAvailableInSession ) {
for ( g of p.gamesPlayed) {
gameplayer[g]++;
}
}
minjoueur = playersAvailableInSession.length +1;
mingame = games[0];
for( const gp in gameplayer ) { //init
if (gameplayer[gp] < minjoueur) {
mingame= gp;
minjoueur = gameplayer[gp];
} else if (gameplayer[gp] === minjoueur) {
//alors le moins joué à cette session
maxplayed = gameThisSession.reduce( (result, game) => game === mingame ? result +1 : result , 0);
gpplayed = gameThisSession.reduce( (result, game) => game === gp ? result +1 : result , 0);
if (gpplayed< maxplayed
|| (gpplayed == maxplayed && Math.random()>0.5 ) ) { //un peu d'aleatoire en cas d'égalité
mingame = gp;
}
}
}
return mingame;
}
function chooseplayers(playersAvailableInSession, selectedGame) {
preference = [];
selectedpreference={ forte:[], faible:[], nulle : [], score:0} ;
selectedjoueur = "";
bestscore=0;
iterateur = playersAvailableInSession.length;
for (player of playersAvailableInSession ) {
if( player.gamesPlayed.includes(selectedGame) ) continue;
preference[player] = { forte:[], faible:[], nulle : [], score:0} ;
for (opositeplayer of playersAvailableInSession ) {
if( player === opositeplayer || opositeplayer.gamesPlayed.includes(selectedGame) )
continue; //lui-mmeme ou déjà joué a ce jeu, niet!
nbrencontre= player.opponents.filter(o => o ===opositeplayer).length;
if (nbrencontre==0) {
preference[player].forte.push(opositeplayer);
} else if (nbrencontre==1) {
preference[player].faible.push(opositeplayer);
} else {
preference[player].nulle.push(opositeplayer);
}
}
if(preference[player].forte.length >= playerAtTable-1 ) {
preference[player].forte.push(player);
return preference[player].forte;
} else {
score = preference[player].forte.length *iterateur*iterateur+
preference[player].faible.length *iterateur+
preference[player].nulle.length ;
if (score > bestscore) {
bestscore = score;
selectedpreference = preference[player];
selectedjoueur= player;
}
}
}
//le meilleur score
selectedTable=[];
selectedTable.push(selectedjoueur);
selectedTable.push(selectedpreference.forte);
//todo completer
var j=0;
for (i=selectedTable.length ;i<= playerAtTable ; i++) {
if (selectedpreference.faible.length == j) break; //plus de préférence moyenne
selectedTable.push(selectedpreference.faible[j]);
j++;
}
var j=0;
for (i=selectedTable.length ;i<= playerAtTable ; i++) {
if (selectedpreference.nulle.length == j) break; //plus de préférence nulle
selectedTable.push(selectedpreference.nulle[j]);
j++;
}
return selectedTable;
}
function showPass(text){
show ("<span style='color:green' >"+ text +"</span><br/>");
}