Football game simulation












7














I'm working on a text-based football simulation game along the lines of Football Simulator. Below is a subset of my total code, specifically the functions used to create a new player. I also have functions (not shown) to create a new coach, create the teams, create the weekly schedules, etc. I'm hoping to be able to use the feedback I get here to improve those sections as well.



Before anyone suggests storing the data in a database, I started out that way, but ending up opting for dictionaries/lists instead for several reasons, so please try to look past that.



Anyway, here goes. The biggest thing I'm struggling with is having to pass a list (person_data) of all the parameters needed by create_new_player. I don't feel it's efficient to have to build up a list before calling the function, pass it, then have to deconstruct it inside the function. I know using global variables isn't recommended, so I'm not sure if there are any other options. I have to do similar things (albeit using a list of different parameters) for my other functions. I appreciate all feedback you may have.



EDIT: I made a mistake in my original post, I use player_id_index to keep track of how many players have been created, so that the next time I call create_new_player it starts where the previous one left off, even though it's not shown below.



# python3
import csv
from random import choice, randint, gauss

def create_names_first_data():
'''
create a list of all possible first names using text file as source data
'''
first_names =
filename_first = 'resources/names_first.txt'
with open(filename_first, 'r') as file_to_open:
for line in file_to_open:
data = line.split()
new_name = data[0]
first_names.append(new_name)
return first_names

def create_names_last_data():
'''
create a list of all possible last names using text file as source data
'''
last_names =
filename_last = 'resources/names_last.txt'
with open(filename_last, 'r') as file_to_open:
for line in file_to_open:
data = line.split()
new_name = data[0]
last_names.append(new_name)
return last_names

def create_states_data():
'''
create a list of all possible towns/state with their population
using text file as source data
'''
states = {}
filename_states = 'resources/state_populations.csv'
with open(filename_states, 'r') as file_to_open:
reader = csv.DictReader(file_to_open)
for i in reader:
state_name = i['state']
states[state_name] = {}
states[state_name]['abbreviation'] = i['abbreviation']
states[state_name]['population'] = i['population']
states[state_name]['towns'] = {}

towns = {}
filename_towns = 'resources/city_populations_locations.csv'
with open(filename_towns, 'r') as file_to_open:
reader = csv.DictReader(file_to_open)
for i in reader:
town_name = i['city']
state = i['state']
towns[town_name] = {}
towns[town_name]['population'] = i['population']
towns[town_name]['latitude'] = i['latitude']
towns[town_name]['longitude'] = i['longitude']

for j in states:
if state == states[j]['abbreviation']:
states[j]['towns'][town_name] = towns[town_name]
return states

def get_home_town_state(states_dict):
'''
randomly pick a town/state
'''
states_list = [_ for _ in states_dict]
state = choice(states_list)
towns_dict = states_dict[state]['towns']
towns_list = [_ for _ in towns_dict]
town = choice(towns_list)
return town, state

def generate_gauss_dist(mean, std_dev, minimum, maximum):
'''
utility function
randomly generate a number based on a gauss distribution
'''
number = gauss(mean, std_dev)
while (minimum <= number <= maximum) == False:
number = gauss(mean, std_dev)
number = int(round(number))
return number

def create_new_player(param_list, seed=0, position=None):
'''
create a new player

seed numbers are used to generate better/worse players as necessary

if a position parameter is passed, that position will be used, otherwise
it will be chosen based upon certain probabilities, i.e. - don't need
many Ps/Ks

player_interest is a dictionary of what the player cares about most when
deciding which team to play for
'''
first_names_list = param_list[0]
last_names_list = param_list[1]
states_dict = param_list[2]
positions_list = param_list[3]

firstname = choice(first_names_list)
lastname = choice(last_names_list)
name = '{0} {1}'.format(firstname, lastname)

town, state = get_home_town_state(states_dict)

seeds = {
0: {'mean': 50, 'min': 1, 'max': 100},
1: {'mean': 92, 'min': 85, 'max': 99},
2: {'mean': 82, 'min': 75, 'max': 89},
3: {'mean': 69, 'min': 59, 'max': 79},
4: {'mean': 54, 'min': 44, 'max': 64}
}
rating_seed = seeds[seed]
mean = rating_seed['mean']
std_dev = mean / 3.25
minimum = rating_seed['min']
maximum = rating_seed['max']
rating = generate_gauss_dist(mean, std_dev, minimum, maximum)

probability_list = [5, 6, 10, 5, 15, 15, 12, 13, 2, 2]
position_probabilities =
for i in zip(positions_list, probability_list):
position_probabilities.extend([i[0]] * i[1])

if position is None:
position = choice(position_probabilities)

player_interests = {}
player_interests['money'] = randint(1, 10)
player_interests['play for a winner'] = randint(1, 10)
player_interests['team facilities'] = randint(1, 10)
player_interests['team location'] = randint(1, 10)
player_interests['coach prestige'] = randint(1, 10)

new_player = {
'name': name,
'position': position,
'rating': rating,
'player interests': player_interests,
'home state': state,
'home town': town
}
return new_player


if __name__ == '__main__':
'''
it isn't implemented using __name__==__main__ in the real thing,
but you get the idea
'''
first_names_list = create_names_first_data()
last_names_list = create_names_last_data()
states_dict = create_states_data()
positions_list = [
'QB', 'RB', 'WR', 'TE', 'OL', 'DL', 'LB', 'DB', 'P', 'K'
]

person_data = [
first_names_list,
last_names_list,
states_dict,
positions_list
]

player_id_index = 0
player_dict = {}

for _ in range(5000):
player_id_index += 1
new_player = create_new_player(person_data)
player_dict[player_id_index] = new_player









share|improve this question





























    7














    I'm working on a text-based football simulation game along the lines of Football Simulator. Below is a subset of my total code, specifically the functions used to create a new player. I also have functions (not shown) to create a new coach, create the teams, create the weekly schedules, etc. I'm hoping to be able to use the feedback I get here to improve those sections as well.



    Before anyone suggests storing the data in a database, I started out that way, but ending up opting for dictionaries/lists instead for several reasons, so please try to look past that.



    Anyway, here goes. The biggest thing I'm struggling with is having to pass a list (person_data) of all the parameters needed by create_new_player. I don't feel it's efficient to have to build up a list before calling the function, pass it, then have to deconstruct it inside the function. I know using global variables isn't recommended, so I'm not sure if there are any other options. I have to do similar things (albeit using a list of different parameters) for my other functions. I appreciate all feedback you may have.



    EDIT: I made a mistake in my original post, I use player_id_index to keep track of how many players have been created, so that the next time I call create_new_player it starts where the previous one left off, even though it's not shown below.



    # python3
    import csv
    from random import choice, randint, gauss

    def create_names_first_data():
    '''
    create a list of all possible first names using text file as source data
    '''
    first_names =
    filename_first = 'resources/names_first.txt'
    with open(filename_first, 'r') as file_to_open:
    for line in file_to_open:
    data = line.split()
    new_name = data[0]
    first_names.append(new_name)
    return first_names

    def create_names_last_data():
    '''
    create a list of all possible last names using text file as source data
    '''
    last_names =
    filename_last = 'resources/names_last.txt'
    with open(filename_last, 'r') as file_to_open:
    for line in file_to_open:
    data = line.split()
    new_name = data[0]
    last_names.append(new_name)
    return last_names

    def create_states_data():
    '''
    create a list of all possible towns/state with their population
    using text file as source data
    '''
    states = {}
    filename_states = 'resources/state_populations.csv'
    with open(filename_states, 'r') as file_to_open:
    reader = csv.DictReader(file_to_open)
    for i in reader:
    state_name = i['state']
    states[state_name] = {}
    states[state_name]['abbreviation'] = i['abbreviation']
    states[state_name]['population'] = i['population']
    states[state_name]['towns'] = {}

    towns = {}
    filename_towns = 'resources/city_populations_locations.csv'
    with open(filename_towns, 'r') as file_to_open:
    reader = csv.DictReader(file_to_open)
    for i in reader:
    town_name = i['city']
    state = i['state']
    towns[town_name] = {}
    towns[town_name]['population'] = i['population']
    towns[town_name]['latitude'] = i['latitude']
    towns[town_name]['longitude'] = i['longitude']

    for j in states:
    if state == states[j]['abbreviation']:
    states[j]['towns'][town_name] = towns[town_name]
    return states

    def get_home_town_state(states_dict):
    '''
    randomly pick a town/state
    '''
    states_list = [_ for _ in states_dict]
    state = choice(states_list)
    towns_dict = states_dict[state]['towns']
    towns_list = [_ for _ in towns_dict]
    town = choice(towns_list)
    return town, state

    def generate_gauss_dist(mean, std_dev, minimum, maximum):
    '''
    utility function
    randomly generate a number based on a gauss distribution
    '''
    number = gauss(mean, std_dev)
    while (minimum <= number <= maximum) == False:
    number = gauss(mean, std_dev)
    number = int(round(number))
    return number

    def create_new_player(param_list, seed=0, position=None):
    '''
    create a new player

    seed numbers are used to generate better/worse players as necessary

    if a position parameter is passed, that position will be used, otherwise
    it will be chosen based upon certain probabilities, i.e. - don't need
    many Ps/Ks

    player_interest is a dictionary of what the player cares about most when
    deciding which team to play for
    '''
    first_names_list = param_list[0]
    last_names_list = param_list[1]
    states_dict = param_list[2]
    positions_list = param_list[3]

    firstname = choice(first_names_list)
    lastname = choice(last_names_list)
    name = '{0} {1}'.format(firstname, lastname)

    town, state = get_home_town_state(states_dict)

    seeds = {
    0: {'mean': 50, 'min': 1, 'max': 100},
    1: {'mean': 92, 'min': 85, 'max': 99},
    2: {'mean': 82, 'min': 75, 'max': 89},
    3: {'mean': 69, 'min': 59, 'max': 79},
    4: {'mean': 54, 'min': 44, 'max': 64}
    }
    rating_seed = seeds[seed]
    mean = rating_seed['mean']
    std_dev = mean / 3.25
    minimum = rating_seed['min']
    maximum = rating_seed['max']
    rating = generate_gauss_dist(mean, std_dev, minimum, maximum)

    probability_list = [5, 6, 10, 5, 15, 15, 12, 13, 2, 2]
    position_probabilities =
    for i in zip(positions_list, probability_list):
    position_probabilities.extend([i[0]] * i[1])

    if position is None:
    position = choice(position_probabilities)

    player_interests = {}
    player_interests['money'] = randint(1, 10)
    player_interests['play for a winner'] = randint(1, 10)
    player_interests['team facilities'] = randint(1, 10)
    player_interests['team location'] = randint(1, 10)
    player_interests['coach prestige'] = randint(1, 10)

    new_player = {
    'name': name,
    'position': position,
    'rating': rating,
    'player interests': player_interests,
    'home state': state,
    'home town': town
    }
    return new_player


    if __name__ == '__main__':
    '''
    it isn't implemented using __name__==__main__ in the real thing,
    but you get the idea
    '''
    first_names_list = create_names_first_data()
    last_names_list = create_names_last_data()
    states_dict = create_states_data()
    positions_list = [
    'QB', 'RB', 'WR', 'TE', 'OL', 'DL', 'LB', 'DB', 'P', 'K'
    ]

    person_data = [
    first_names_list,
    last_names_list,
    states_dict,
    positions_list
    ]

    player_id_index = 0
    player_dict = {}

    for _ in range(5000):
    player_id_index += 1
    new_player = create_new_player(person_data)
    player_dict[player_id_index] = new_player









    share|improve this question



























      7












      7








      7


      3





      I'm working on a text-based football simulation game along the lines of Football Simulator. Below is a subset of my total code, specifically the functions used to create a new player. I also have functions (not shown) to create a new coach, create the teams, create the weekly schedules, etc. I'm hoping to be able to use the feedback I get here to improve those sections as well.



      Before anyone suggests storing the data in a database, I started out that way, but ending up opting for dictionaries/lists instead for several reasons, so please try to look past that.



      Anyway, here goes. The biggest thing I'm struggling with is having to pass a list (person_data) of all the parameters needed by create_new_player. I don't feel it's efficient to have to build up a list before calling the function, pass it, then have to deconstruct it inside the function. I know using global variables isn't recommended, so I'm not sure if there are any other options. I have to do similar things (albeit using a list of different parameters) for my other functions. I appreciate all feedback you may have.



      EDIT: I made a mistake in my original post, I use player_id_index to keep track of how many players have been created, so that the next time I call create_new_player it starts where the previous one left off, even though it's not shown below.



      # python3
      import csv
      from random import choice, randint, gauss

      def create_names_first_data():
      '''
      create a list of all possible first names using text file as source data
      '''
      first_names =
      filename_first = 'resources/names_first.txt'
      with open(filename_first, 'r') as file_to_open:
      for line in file_to_open:
      data = line.split()
      new_name = data[0]
      first_names.append(new_name)
      return first_names

      def create_names_last_data():
      '''
      create a list of all possible last names using text file as source data
      '''
      last_names =
      filename_last = 'resources/names_last.txt'
      with open(filename_last, 'r') as file_to_open:
      for line in file_to_open:
      data = line.split()
      new_name = data[0]
      last_names.append(new_name)
      return last_names

      def create_states_data():
      '''
      create a list of all possible towns/state with their population
      using text file as source data
      '''
      states = {}
      filename_states = 'resources/state_populations.csv'
      with open(filename_states, 'r') as file_to_open:
      reader = csv.DictReader(file_to_open)
      for i in reader:
      state_name = i['state']
      states[state_name] = {}
      states[state_name]['abbreviation'] = i['abbreviation']
      states[state_name]['population'] = i['population']
      states[state_name]['towns'] = {}

      towns = {}
      filename_towns = 'resources/city_populations_locations.csv'
      with open(filename_towns, 'r') as file_to_open:
      reader = csv.DictReader(file_to_open)
      for i in reader:
      town_name = i['city']
      state = i['state']
      towns[town_name] = {}
      towns[town_name]['population'] = i['population']
      towns[town_name]['latitude'] = i['latitude']
      towns[town_name]['longitude'] = i['longitude']

      for j in states:
      if state == states[j]['abbreviation']:
      states[j]['towns'][town_name] = towns[town_name]
      return states

      def get_home_town_state(states_dict):
      '''
      randomly pick a town/state
      '''
      states_list = [_ for _ in states_dict]
      state = choice(states_list)
      towns_dict = states_dict[state]['towns']
      towns_list = [_ for _ in towns_dict]
      town = choice(towns_list)
      return town, state

      def generate_gauss_dist(mean, std_dev, minimum, maximum):
      '''
      utility function
      randomly generate a number based on a gauss distribution
      '''
      number = gauss(mean, std_dev)
      while (minimum <= number <= maximum) == False:
      number = gauss(mean, std_dev)
      number = int(round(number))
      return number

      def create_new_player(param_list, seed=0, position=None):
      '''
      create a new player

      seed numbers are used to generate better/worse players as necessary

      if a position parameter is passed, that position will be used, otherwise
      it will be chosen based upon certain probabilities, i.e. - don't need
      many Ps/Ks

      player_interest is a dictionary of what the player cares about most when
      deciding which team to play for
      '''
      first_names_list = param_list[0]
      last_names_list = param_list[1]
      states_dict = param_list[2]
      positions_list = param_list[3]

      firstname = choice(first_names_list)
      lastname = choice(last_names_list)
      name = '{0} {1}'.format(firstname, lastname)

      town, state = get_home_town_state(states_dict)

      seeds = {
      0: {'mean': 50, 'min': 1, 'max': 100},
      1: {'mean': 92, 'min': 85, 'max': 99},
      2: {'mean': 82, 'min': 75, 'max': 89},
      3: {'mean': 69, 'min': 59, 'max': 79},
      4: {'mean': 54, 'min': 44, 'max': 64}
      }
      rating_seed = seeds[seed]
      mean = rating_seed['mean']
      std_dev = mean / 3.25
      minimum = rating_seed['min']
      maximum = rating_seed['max']
      rating = generate_gauss_dist(mean, std_dev, minimum, maximum)

      probability_list = [5, 6, 10, 5, 15, 15, 12, 13, 2, 2]
      position_probabilities =
      for i in zip(positions_list, probability_list):
      position_probabilities.extend([i[0]] * i[1])

      if position is None:
      position = choice(position_probabilities)

      player_interests = {}
      player_interests['money'] = randint(1, 10)
      player_interests['play for a winner'] = randint(1, 10)
      player_interests['team facilities'] = randint(1, 10)
      player_interests['team location'] = randint(1, 10)
      player_interests['coach prestige'] = randint(1, 10)

      new_player = {
      'name': name,
      'position': position,
      'rating': rating,
      'player interests': player_interests,
      'home state': state,
      'home town': town
      }
      return new_player


      if __name__ == '__main__':
      '''
      it isn't implemented using __name__==__main__ in the real thing,
      but you get the idea
      '''
      first_names_list = create_names_first_data()
      last_names_list = create_names_last_data()
      states_dict = create_states_data()
      positions_list = [
      'QB', 'RB', 'WR', 'TE', 'OL', 'DL', 'LB', 'DB', 'P', 'K'
      ]

      person_data = [
      first_names_list,
      last_names_list,
      states_dict,
      positions_list
      ]

      player_id_index = 0
      player_dict = {}

      for _ in range(5000):
      player_id_index += 1
      new_player = create_new_player(person_data)
      player_dict[player_id_index] = new_player









      share|improve this question















      I'm working on a text-based football simulation game along the lines of Football Simulator. Below is a subset of my total code, specifically the functions used to create a new player. I also have functions (not shown) to create a new coach, create the teams, create the weekly schedules, etc. I'm hoping to be able to use the feedback I get here to improve those sections as well.



      Before anyone suggests storing the data in a database, I started out that way, but ending up opting for dictionaries/lists instead for several reasons, so please try to look past that.



      Anyway, here goes. The biggest thing I'm struggling with is having to pass a list (person_data) of all the parameters needed by create_new_player. I don't feel it's efficient to have to build up a list before calling the function, pass it, then have to deconstruct it inside the function. I know using global variables isn't recommended, so I'm not sure if there are any other options. I have to do similar things (albeit using a list of different parameters) for my other functions. I appreciate all feedback you may have.



      EDIT: I made a mistake in my original post, I use player_id_index to keep track of how many players have been created, so that the next time I call create_new_player it starts where the previous one left off, even though it's not shown below.



      # python3
      import csv
      from random import choice, randint, gauss

      def create_names_first_data():
      '''
      create a list of all possible first names using text file as source data
      '''
      first_names =
      filename_first = 'resources/names_first.txt'
      with open(filename_first, 'r') as file_to_open:
      for line in file_to_open:
      data = line.split()
      new_name = data[0]
      first_names.append(new_name)
      return first_names

      def create_names_last_data():
      '''
      create a list of all possible last names using text file as source data
      '''
      last_names =
      filename_last = 'resources/names_last.txt'
      with open(filename_last, 'r') as file_to_open:
      for line in file_to_open:
      data = line.split()
      new_name = data[0]
      last_names.append(new_name)
      return last_names

      def create_states_data():
      '''
      create a list of all possible towns/state with their population
      using text file as source data
      '''
      states = {}
      filename_states = 'resources/state_populations.csv'
      with open(filename_states, 'r') as file_to_open:
      reader = csv.DictReader(file_to_open)
      for i in reader:
      state_name = i['state']
      states[state_name] = {}
      states[state_name]['abbreviation'] = i['abbreviation']
      states[state_name]['population'] = i['population']
      states[state_name]['towns'] = {}

      towns = {}
      filename_towns = 'resources/city_populations_locations.csv'
      with open(filename_towns, 'r') as file_to_open:
      reader = csv.DictReader(file_to_open)
      for i in reader:
      town_name = i['city']
      state = i['state']
      towns[town_name] = {}
      towns[town_name]['population'] = i['population']
      towns[town_name]['latitude'] = i['latitude']
      towns[town_name]['longitude'] = i['longitude']

      for j in states:
      if state == states[j]['abbreviation']:
      states[j]['towns'][town_name] = towns[town_name]
      return states

      def get_home_town_state(states_dict):
      '''
      randomly pick a town/state
      '''
      states_list = [_ for _ in states_dict]
      state = choice(states_list)
      towns_dict = states_dict[state]['towns']
      towns_list = [_ for _ in towns_dict]
      town = choice(towns_list)
      return town, state

      def generate_gauss_dist(mean, std_dev, minimum, maximum):
      '''
      utility function
      randomly generate a number based on a gauss distribution
      '''
      number = gauss(mean, std_dev)
      while (minimum <= number <= maximum) == False:
      number = gauss(mean, std_dev)
      number = int(round(number))
      return number

      def create_new_player(param_list, seed=0, position=None):
      '''
      create a new player

      seed numbers are used to generate better/worse players as necessary

      if a position parameter is passed, that position will be used, otherwise
      it will be chosen based upon certain probabilities, i.e. - don't need
      many Ps/Ks

      player_interest is a dictionary of what the player cares about most when
      deciding which team to play for
      '''
      first_names_list = param_list[0]
      last_names_list = param_list[1]
      states_dict = param_list[2]
      positions_list = param_list[3]

      firstname = choice(first_names_list)
      lastname = choice(last_names_list)
      name = '{0} {1}'.format(firstname, lastname)

      town, state = get_home_town_state(states_dict)

      seeds = {
      0: {'mean': 50, 'min': 1, 'max': 100},
      1: {'mean': 92, 'min': 85, 'max': 99},
      2: {'mean': 82, 'min': 75, 'max': 89},
      3: {'mean': 69, 'min': 59, 'max': 79},
      4: {'mean': 54, 'min': 44, 'max': 64}
      }
      rating_seed = seeds[seed]
      mean = rating_seed['mean']
      std_dev = mean / 3.25
      minimum = rating_seed['min']
      maximum = rating_seed['max']
      rating = generate_gauss_dist(mean, std_dev, minimum, maximum)

      probability_list = [5, 6, 10, 5, 15, 15, 12, 13, 2, 2]
      position_probabilities =
      for i in zip(positions_list, probability_list):
      position_probabilities.extend([i[0]] * i[1])

      if position is None:
      position = choice(position_probabilities)

      player_interests = {}
      player_interests['money'] = randint(1, 10)
      player_interests['play for a winner'] = randint(1, 10)
      player_interests['team facilities'] = randint(1, 10)
      player_interests['team location'] = randint(1, 10)
      player_interests['coach prestige'] = randint(1, 10)

      new_player = {
      'name': name,
      'position': position,
      'rating': rating,
      'player interests': player_interests,
      'home state': state,
      'home town': town
      }
      return new_player


      if __name__ == '__main__':
      '''
      it isn't implemented using __name__==__main__ in the real thing,
      but you get the idea
      '''
      first_names_list = create_names_first_data()
      last_names_list = create_names_last_data()
      states_dict = create_states_data()
      positions_list = [
      'QB', 'RB', 'WR', 'TE', 'OL', 'DL', 'LB', 'DB', 'P', 'K'
      ]

      person_data = [
      first_names_list,
      last_names_list,
      states_dict,
      positions_list
      ]

      player_id_index = 0
      player_dict = {}

      for _ in range(5000):
      player_id_index += 1
      new_player = create_new_player(person_data)
      player_dict[player_id_index] = new_player






      python game csv simulation






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      edited Mar 31 '17 at 16:46







      drewd423

















      asked Mar 30 '17 at 16:09









      drewd423drewd423

      363




      363






















          1 Answer
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          3














          You don't need to define and increment the player_id_index variable outside of the for loop:



          player_id_index = 0
          player_dict = {}

          for _ in range(5000):
          player_id_index += 1
          new_player = create_new_player(person_data)
          player_dict[player_id_index] = new_player


          Just do:



          for player_id_index in range(1, 5000):
          player_dict[player_id_index] = create_new_player(person_data)


          Or reduce it all to this dict comprehension:



          player_dict = {id_: create_new_player(id_) for id_ in range(1, 5000)}




          Unpack the tuple in the head of this for loop to make it more readable:



          for i in zip(positions_list, probability_list):
          position_probabilities.extend([i[0]] * i[1])

          for position, probability in zip(positions_list, probability_list):
          position_probabilities.extend([position] * probability )


          Python 3.6 offers you the new random.choices function:



          positions_list = ['QB', 'RB', 'WR', 'TE', 'OL', 'DL', 'LB', 'DB', 'P', 'K']
          probability_list = [5, 6, 10, 5, 15, 15, 12, 13, 2, 2]
          position = random.choices(positions_list, probability_list, k=1)[0]




          In create_states_data I think this would look a bit more readable (you could also use a dict comprehension here, but it'd look a bit dense):



          for i in reader:
          states[i['state']] = {'abbreviation': i['abbreviation'],
          'population': i['population'],
          'towns': {}}




          Regarding the global variables first_names_list, last_names_list etc., since you don't mutate them later, they are global constants. You can just access them in the create_character function and don't have to pass them. The convention is to use uppercase names for constants to signal to other programmers that they mustn't be changed, e.g. FIRST_NAMES_LIST.






          share|improve this answer





















          • Thanks for the feedback. I actually made a mistake copying over the code. I do need player_id_index (unless you could recommend a better solution) because it allows me to create additional players later on, and keep track of how many I've made so far. I know global variables are a no-no. Are global constants acceptable?
            – drewd423
            Mar 31 '17 at 11:58












          • @drewd423 Global constants are bad. I'll have to revert your edit, answer invalidation is a big no-no around Code Review.
            – Mast
            Mar 31 '17 at 12:52












          • @Mast Sorry about that. What's the best way to show the corrected code? Just add another block?
            – drewd423
            Mar 31 '17 at 13:34










          • @Mast please explain why global constants are bad.
            – skrx
            Apr 1 '17 at 1:25






          • 2




            @skrx Wow, that was a mistake on my part. Globals are bad, but constants are the one exception to the rule. Provided they're uppercase like you mentioned so they don't get changed accidentally.
            – Mast
            Apr 1 '17 at 8:47











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          1 Answer
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          1 Answer
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          active

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          3














          You don't need to define and increment the player_id_index variable outside of the for loop:



          player_id_index = 0
          player_dict = {}

          for _ in range(5000):
          player_id_index += 1
          new_player = create_new_player(person_data)
          player_dict[player_id_index] = new_player


          Just do:



          for player_id_index in range(1, 5000):
          player_dict[player_id_index] = create_new_player(person_data)


          Or reduce it all to this dict comprehension:



          player_dict = {id_: create_new_player(id_) for id_ in range(1, 5000)}




          Unpack the tuple in the head of this for loop to make it more readable:



          for i in zip(positions_list, probability_list):
          position_probabilities.extend([i[0]] * i[1])

          for position, probability in zip(positions_list, probability_list):
          position_probabilities.extend([position] * probability )


          Python 3.6 offers you the new random.choices function:



          positions_list = ['QB', 'RB', 'WR', 'TE', 'OL', 'DL', 'LB', 'DB', 'P', 'K']
          probability_list = [5, 6, 10, 5, 15, 15, 12, 13, 2, 2]
          position = random.choices(positions_list, probability_list, k=1)[0]




          In create_states_data I think this would look a bit more readable (you could also use a dict comprehension here, but it'd look a bit dense):



          for i in reader:
          states[i['state']] = {'abbreviation': i['abbreviation'],
          'population': i['population'],
          'towns': {}}




          Regarding the global variables first_names_list, last_names_list etc., since you don't mutate them later, they are global constants. You can just access them in the create_character function and don't have to pass them. The convention is to use uppercase names for constants to signal to other programmers that they mustn't be changed, e.g. FIRST_NAMES_LIST.






          share|improve this answer





















          • Thanks for the feedback. I actually made a mistake copying over the code. I do need player_id_index (unless you could recommend a better solution) because it allows me to create additional players later on, and keep track of how many I've made so far. I know global variables are a no-no. Are global constants acceptable?
            – drewd423
            Mar 31 '17 at 11:58












          • @drewd423 Global constants are bad. I'll have to revert your edit, answer invalidation is a big no-no around Code Review.
            – Mast
            Mar 31 '17 at 12:52












          • @Mast Sorry about that. What's the best way to show the corrected code? Just add another block?
            – drewd423
            Mar 31 '17 at 13:34










          • @Mast please explain why global constants are bad.
            – skrx
            Apr 1 '17 at 1:25






          • 2




            @skrx Wow, that was a mistake on my part. Globals are bad, but constants are the one exception to the rule. Provided they're uppercase like you mentioned so they don't get changed accidentally.
            – Mast
            Apr 1 '17 at 8:47
















          3














          You don't need to define and increment the player_id_index variable outside of the for loop:



          player_id_index = 0
          player_dict = {}

          for _ in range(5000):
          player_id_index += 1
          new_player = create_new_player(person_data)
          player_dict[player_id_index] = new_player


          Just do:



          for player_id_index in range(1, 5000):
          player_dict[player_id_index] = create_new_player(person_data)


          Or reduce it all to this dict comprehension:



          player_dict = {id_: create_new_player(id_) for id_ in range(1, 5000)}




          Unpack the tuple in the head of this for loop to make it more readable:



          for i in zip(positions_list, probability_list):
          position_probabilities.extend([i[0]] * i[1])

          for position, probability in zip(positions_list, probability_list):
          position_probabilities.extend([position] * probability )


          Python 3.6 offers you the new random.choices function:



          positions_list = ['QB', 'RB', 'WR', 'TE', 'OL', 'DL', 'LB', 'DB', 'P', 'K']
          probability_list = [5, 6, 10, 5, 15, 15, 12, 13, 2, 2]
          position = random.choices(positions_list, probability_list, k=1)[0]




          In create_states_data I think this would look a bit more readable (you could also use a dict comprehension here, but it'd look a bit dense):



          for i in reader:
          states[i['state']] = {'abbreviation': i['abbreviation'],
          'population': i['population'],
          'towns': {}}




          Regarding the global variables first_names_list, last_names_list etc., since you don't mutate them later, they are global constants. You can just access them in the create_character function and don't have to pass them. The convention is to use uppercase names for constants to signal to other programmers that they mustn't be changed, e.g. FIRST_NAMES_LIST.






          share|improve this answer





















          • Thanks for the feedback. I actually made a mistake copying over the code. I do need player_id_index (unless you could recommend a better solution) because it allows me to create additional players later on, and keep track of how many I've made so far. I know global variables are a no-no. Are global constants acceptable?
            – drewd423
            Mar 31 '17 at 11:58












          • @drewd423 Global constants are bad. I'll have to revert your edit, answer invalidation is a big no-no around Code Review.
            – Mast
            Mar 31 '17 at 12:52












          • @Mast Sorry about that. What's the best way to show the corrected code? Just add another block?
            – drewd423
            Mar 31 '17 at 13:34










          • @Mast please explain why global constants are bad.
            – skrx
            Apr 1 '17 at 1:25






          • 2




            @skrx Wow, that was a mistake on my part. Globals are bad, but constants are the one exception to the rule. Provided they're uppercase like you mentioned so they don't get changed accidentally.
            – Mast
            Apr 1 '17 at 8:47














          3












          3








          3






          You don't need to define and increment the player_id_index variable outside of the for loop:



          player_id_index = 0
          player_dict = {}

          for _ in range(5000):
          player_id_index += 1
          new_player = create_new_player(person_data)
          player_dict[player_id_index] = new_player


          Just do:



          for player_id_index in range(1, 5000):
          player_dict[player_id_index] = create_new_player(person_data)


          Or reduce it all to this dict comprehension:



          player_dict = {id_: create_new_player(id_) for id_ in range(1, 5000)}




          Unpack the tuple in the head of this for loop to make it more readable:



          for i in zip(positions_list, probability_list):
          position_probabilities.extend([i[0]] * i[1])

          for position, probability in zip(positions_list, probability_list):
          position_probabilities.extend([position] * probability )


          Python 3.6 offers you the new random.choices function:



          positions_list = ['QB', 'RB', 'WR', 'TE', 'OL', 'DL', 'LB', 'DB', 'P', 'K']
          probability_list = [5, 6, 10, 5, 15, 15, 12, 13, 2, 2]
          position = random.choices(positions_list, probability_list, k=1)[0]




          In create_states_data I think this would look a bit more readable (you could also use a dict comprehension here, but it'd look a bit dense):



          for i in reader:
          states[i['state']] = {'abbreviation': i['abbreviation'],
          'population': i['population'],
          'towns': {}}




          Regarding the global variables first_names_list, last_names_list etc., since you don't mutate them later, they are global constants. You can just access them in the create_character function and don't have to pass them. The convention is to use uppercase names for constants to signal to other programmers that they mustn't be changed, e.g. FIRST_NAMES_LIST.






          share|improve this answer












          You don't need to define and increment the player_id_index variable outside of the for loop:



          player_id_index = 0
          player_dict = {}

          for _ in range(5000):
          player_id_index += 1
          new_player = create_new_player(person_data)
          player_dict[player_id_index] = new_player


          Just do:



          for player_id_index in range(1, 5000):
          player_dict[player_id_index] = create_new_player(person_data)


          Or reduce it all to this dict comprehension:



          player_dict = {id_: create_new_player(id_) for id_ in range(1, 5000)}




          Unpack the tuple in the head of this for loop to make it more readable:



          for i in zip(positions_list, probability_list):
          position_probabilities.extend([i[0]] * i[1])

          for position, probability in zip(positions_list, probability_list):
          position_probabilities.extend([position] * probability )


          Python 3.6 offers you the new random.choices function:



          positions_list = ['QB', 'RB', 'WR', 'TE', 'OL', 'DL', 'LB', 'DB', 'P', 'K']
          probability_list = [5, 6, 10, 5, 15, 15, 12, 13, 2, 2]
          position = random.choices(positions_list, probability_list, k=1)[0]




          In create_states_data I think this would look a bit more readable (you could also use a dict comprehension here, but it'd look a bit dense):



          for i in reader:
          states[i['state']] = {'abbreviation': i['abbreviation'],
          'population': i['population'],
          'towns': {}}




          Regarding the global variables first_names_list, last_names_list etc., since you don't mutate them later, they are global constants. You can just access them in the create_character function and don't have to pass them. The convention is to use uppercase names for constants to signal to other programmers that they mustn't be changed, e.g. FIRST_NAMES_LIST.







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Mar 31 '17 at 4:59









          skrxskrx

          42138




          42138












          • Thanks for the feedback. I actually made a mistake copying over the code. I do need player_id_index (unless you could recommend a better solution) because it allows me to create additional players later on, and keep track of how many I've made so far. I know global variables are a no-no. Are global constants acceptable?
            – drewd423
            Mar 31 '17 at 11:58












          • @drewd423 Global constants are bad. I'll have to revert your edit, answer invalidation is a big no-no around Code Review.
            – Mast
            Mar 31 '17 at 12:52












          • @Mast Sorry about that. What's the best way to show the corrected code? Just add another block?
            – drewd423
            Mar 31 '17 at 13:34










          • @Mast please explain why global constants are bad.
            – skrx
            Apr 1 '17 at 1:25






          • 2




            @skrx Wow, that was a mistake on my part. Globals are bad, but constants are the one exception to the rule. Provided they're uppercase like you mentioned so they don't get changed accidentally.
            – Mast
            Apr 1 '17 at 8:47


















          • Thanks for the feedback. I actually made a mistake copying over the code. I do need player_id_index (unless you could recommend a better solution) because it allows me to create additional players later on, and keep track of how many I've made so far. I know global variables are a no-no. Are global constants acceptable?
            – drewd423
            Mar 31 '17 at 11:58












          • @drewd423 Global constants are bad. I'll have to revert your edit, answer invalidation is a big no-no around Code Review.
            – Mast
            Mar 31 '17 at 12:52












          • @Mast Sorry about that. What's the best way to show the corrected code? Just add another block?
            – drewd423
            Mar 31 '17 at 13:34










          • @Mast please explain why global constants are bad.
            – skrx
            Apr 1 '17 at 1:25






          • 2




            @skrx Wow, that was a mistake on my part. Globals are bad, but constants are the one exception to the rule. Provided they're uppercase like you mentioned so they don't get changed accidentally.
            – Mast
            Apr 1 '17 at 8:47
















          Thanks for the feedback. I actually made a mistake copying over the code. I do need player_id_index (unless you could recommend a better solution) because it allows me to create additional players later on, and keep track of how many I've made so far. I know global variables are a no-no. Are global constants acceptable?
          – drewd423
          Mar 31 '17 at 11:58






          Thanks for the feedback. I actually made a mistake copying over the code. I do need player_id_index (unless you could recommend a better solution) because it allows me to create additional players later on, and keep track of how many I've made so far. I know global variables are a no-no. Are global constants acceptable?
          – drewd423
          Mar 31 '17 at 11:58














          @drewd423 Global constants are bad. I'll have to revert your edit, answer invalidation is a big no-no around Code Review.
          – Mast
          Mar 31 '17 at 12:52






          @drewd423 Global constants are bad. I'll have to revert your edit, answer invalidation is a big no-no around Code Review.
          – Mast
          Mar 31 '17 at 12:52














          @Mast Sorry about that. What's the best way to show the corrected code? Just add another block?
          – drewd423
          Mar 31 '17 at 13:34




          @Mast Sorry about that. What's the best way to show the corrected code? Just add another block?
          – drewd423
          Mar 31 '17 at 13:34












          @Mast please explain why global constants are bad.
          – skrx
          Apr 1 '17 at 1:25




          @Mast please explain why global constants are bad.
          – skrx
          Apr 1 '17 at 1:25




          2




          2




          @skrx Wow, that was a mistake on my part. Globals are bad, but constants are the one exception to the rule. Provided they're uppercase like you mentioned so they don't get changed accidentally.
          – Mast
          Apr 1 '17 at 8:47




          @skrx Wow, that was a mistake on my part. Globals are bad, but constants are the one exception to the rule. Provided they're uppercase like you mentioned so they don't get changed accidentally.
          – Mast
          Apr 1 '17 at 8:47


















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