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Main => Suggestions => Topic started by: Lafrog on July 17, 2015, 02:06:58 PM

Title: Automatic Prizes configuration / Display
Post by: Lafrog on July 17, 2015, 02:06:58 PM
Hi,

I would like to suggest that the "adjustby" tag be allowed also in "nommonetary prizes".

I am attempting to build an Automatic Prizes XML files for a satellites we are running. In so doing, I find myself in the situation of awarding non-monetary prizes (seats) to my players.
But, there is no way for me to tell TD to remove the corresponding amount from the prize pool. That way I could simply write:
Code: [Select]
    <prizeLevel minPlayers="31" maxPlayers="34">
        <prize rank="1-6" name="{1} Place" nonmonetary="Seat" adjustby="-550"/>
        <prize rank="7" name="{1} Place" percent="100" />
    </prizeLevel>
instead of
Code: [Select]
    <prizeLevel minPlayers="31" maxPlayers="34">
        <prize rank="1-6" name="{1} Place" nonmonetary="Seat" />
        <prize rank="7" name="{1} Place" percent="100" adjustby="-3300" />
    </prizeLevel>
Which forces me to calculate the adjustment for every level.

Also, I would like a way to display consecutive prizes more user friendly like:
1st - 6th Place: Seat, 7th Place: $220.00
instead of
1st Place: Seat, 2nd Place: Seat, 3rd Place: Seat, 4th Place: Seat, 5th Place: Seat, 6th Place: Seat, 7th Place: $220.00

Lastly, I would like for TD to skip 0 prizes. At this time, I have to add additional level to circumvent that:
Code: [Select]
    <prizeLevel minPlayers="35" maxPlayers="35">
        <prize rank="1-5" name="{1} Place" nonmonetary="Siege" />
    </prizeLevel>
    <prizeLevel minPlayers="36" maxPlayers="39">
        <prize rank="1-5" name="{1} Place" nonmonetary="Siege" />
        <prize rank="6" name="{1} Place" percent="100" adjustby="-2750" />
    </prizeLevel>

A simpler way would be:

Code: [Select]
    <prizeLevel minPlayers="35" maxPlayers="39">
        <prize rank="1-5" name="{1} Place" nonmonetary="Siege" />
        <prize rank="6" name="{1} Place" percent="100" adjustby="-2750" />
    </prizeLevel>
but this last option produces a 6th prize with a zero amount.

TIA
Michel
Title: Re: Automatic Prizes configuration / Display
Post by: Corey Cooper on August 05, 2015, 11:11:32 AM
I've been thinking about this one for a while now.  It sounds like to me that you just need a way to override what is displayed for the amount.  Instead of a workaround of setting a prize to non-monetary and adjusting the prize amount, you would want to keep the prize's amount (because you want that amount removed from the pot), but don't show the prize amount itself, instead show some other text.

So, this:

Code: [Select]
   <prizeLevel minPlayers="31" maxPlayers="34">
        <prize rank="1" name="{1} Place" nonmonetary="Seat" adjustby="-550"/>
        <prize rank="2" name="{1} Place" percent="100" />
    </prizeLevel

Would become this instead:

Code: [Select]
   <prizeLevel minPlayers="31" maxPlayers="34">
        <prize rank="1" name="{1} Place" fixed="550" amounttext="Seat" />
        <prize rank="2" name="{1} Place" percent="100" />
    </prizeLevel

Prizes commonly display like this:

1st Place: $550.00     2nd Place: $300

(by using <prizes orient="horizontal">)

This would change it to:

1st Place: Seat     2nd Place: $300

While not really changing the underlying value of 1st place ($550).

Quote
Also, I would like a way to display consecutive prizes more user friendly like:
1st - 6th Place: Seat, 7th Place: $220.00
instead of
1st Place: Seat, 2nd Place: Seat, 3rd Place: Seat, 4th Place: Seat, 5th Place: Seat, 6th Place: Seat, 7th Place: $220.00

This might take some work, but I'll look into it.

Quote
Lastly, I would like for TD to skip 0 prizes. At this time, I have to add additional level to circumvent that:
Code:
    <prizeLevel minPlayers="35" maxPlayers="35">
        <prize rank="1-5" name="{1} Place" nonmonetary="Siege" />
    </prizeLevel>
    <prizeLevel minPlayers="36" maxPlayers="39">
        <prize rank="1-5" name="{1} Place" nonmonetary="Siege" />
        <prize rank="6" name="{1} Place" percent="100" adjustby="-2750" />
    </prizeLevel>

A simpler way would be:

Code:
    <prizeLevel minPlayers="35" maxPlayers="39">
        <prize rank="1-5" name="{1} Place" nonmonetary="Siege" />
        <prize rank="6" name="{1} Place" percent="100" adjustby="-2750" />
    </prizeLevel>
but this last option produces a 6th prize with a zero amount.

If I'm understanding you, and I'm not sure I am, then you might want to use different criteria to specify your prize levels.  Like the pot amount.  For example:

Code: [Select]
<prizeConfig>
  <prizeLevels>
    <prizeLevel minPlayers="1" maxPlayers="549">
      <prize rank="1" name="1st Place" percent="100" />
    </prizeLevel>
    <prizeLevel minPlayers="550" maxPlayers="1099">
      <prize rank="1" name="{1} Place" fixed="550" />
      <prize rank="2" name="{1} Place" percent="100" />
    </prizeLevel>
    <prizeLevel minPlayers="1100" maxPlayers="1649">
      <prize rank="1-2" name="{1} Place" fixed="550" />
      <prize rank="3" name="{1} Place" percent="100" />
    </prizeLevel>
    <prizeLevel minPlayers="1650" maxPlayers="2199">
      <prize rank="1-3" name="{1} Place" fixed="550" />
      <prize rank="4" name="{1} Place" percent="100" />
    </prizeLevel>
    <prizeLevel minPlayers="2200" maxPlayers="2749">
      <prize rank="1-4" name="{1} Place" fixed="550" />
      <prize rank="5" name="{1} Place" percent="100" />
    </prizeLevel>
  </prizeLevels>
  <levelSelection method="formula">
    <predefined countBuyins="true" countRebuys="false" countAddOns="false" />
    <formula text="pot" />
  </levelSelection>
</prizeConfig>

Edit: Sorry, I should have explained this one a bit.  The <levelSelection> element changes how the automatic prizes determines the prize level.  By specifying "formula" and providing a formula that is simply "pot", it changes from using "number of players" to "pot" as the selection criteria.  The <prizeLevel> elements still say "minPlayers" and "maxPlayers" because this feature was originally designed to only use "number of players" as the criteria, so when it was extended to use a formula (or the predefined other criteria), it remained "minPlayers" and "maxPlayers" in order to prevent existing automatic prizes configuration files from breaking.  So, when the pot is < $550, the first level, with no "Seat" prize, is selected.  If the pot is at least $550 but less than $1100, the 2nd level is selected, with 1st place receiving a seat (value of $550) and 2nd place receiving whatever is left over.  Etc for the other levels.  Combined with the "amounttext" attribute I proposed, would this work?
Title: Re: Automatic Prizes configuration / Display
Post by: Lafrog on August 05, 2015, 02:38:30 PM
I've been thinking about this one for a while now.  It sounds like to me that you just need a way to override what is displayed for the amount.  Instead of a workaround of setting a prize to non-monetary and adjusting the prize amount, you would want to keep the prize's amount (because you want that amount removed from the pot), but don't show the prize amount itself, instead show some other text.

So, this:

Code: [Select]
   <prizeLevel minPlayers="31" maxPlayers="34">
        <prize rank="1" name="{1} Place" nonmonetary="Seat" adjustby="-550"/>
        <prize rank="2" name="{1} Place" percent="100" />
    </prizeLevel

Would become this instead:

Code: [Select]
   <prizeLevel minPlayers="31" maxPlayers="34">
        <prize rank="1" name="{1} Place" fixed="550" amounttext="Seat" />
        <prize rank="2" name="{1} Place" percent="100" />
    </prizeLevel

Prizes commonly display like this:

1st Place: $550.00     2nd Place: $300

(by using <prizes orient="horizontal">)

This would change it to:

1st Place: Seat     2nd Place: $300

While not really changing the underlying value of 1st place ($550).
That would be awesome !!!

Quote
Also, I would like a way to display consecutive prizes more user friendly like:
1st - 6th Place: Seat, 7th Place: $220.00
instead of
1st Place: Seat, 2nd Place: Seat, 3rd Place: Seat, 4th Place: Seat, 5th Place: Seat, 6th Place: Seat, 7th Place: $220.00

This might take some work, but I'll look into it.

Quote
Lastly, I would like for TD to skip 0 prizes. At this time, I have to add additional level to circumvent that:
Code:
    <prizeLevel minPlayers="35" maxPlayers="35">
        <prize rank="1-5" name="{1} Place" nonmonetary="Siege" />
    </prizeLevel>
    <prizeLevel minPlayers="36" maxPlayers="39">
        <prize rank="1-5" name="{1} Place" nonmonetary="Siege" />
        <prize rank="6" name="{1} Place" percent="100" adjustby="-2750" />
    </prizeLevel>

A simpler way would be:

Code:
    <prizeLevel minPlayers="35" maxPlayers="39">
        <prize rank="1-5" name="{1} Place" nonmonetary="Siege" />
        <prize rank="6" name="{1} Place" percent="100" adjustby="-2750" />
    </prizeLevel>
but this last option produces a 6th prize with a zero amount.

If I'm understanding you, and I'm not sure I am, then you might want to use different criteria to specify your prize levels.  Like the pot amount.  For example:

Code: [Select]
<prizeConfig>
  <prizeLevels>
    <prizeLevel minPlayers="1" maxPlayers="549">
      <prize rank="1" name="1st Place" percent="100" />
    </prizeLevel>
    <prizeLevel minPlayers="550" maxPlayers="1099">
      <prize rank="1" name="{1} Place" fixed="550" />
      <prize rank="2" name="{1} Place" percent="100" />
    </prizeLevel>
    <prizeLevel minPlayers="1100" maxPlayers="1649">
      <prize rank="1-2" name="{1} Place" fixed="550" />
      <prize rank="3" name="{1} Place" percent="100" />
    </prizeLevel>
    <prizeLevel minPlayers="1650" maxPlayers="2199">
      <prize rank="1-3" name="{1} Place" fixed="550" />
      <prize rank="4" name="{1} Place" percent="100" />
    </prizeLevel>
    <prizeLevel minPlayers="2200" maxPlayers="2749">
      <prize rank="1-4" name="{1} Place" fixed="550" />
      <prize rank="5" name="{1} Place" percent="100" />
    </prizeLevel>
  </prizeLevels>
  <levelSelection method="formula">
    <predefined countBuyins="true" countRebuys="false" countAddOns="false" />
    <formula text="pot" />
  </levelSelection>
</prizeConfig>

Edit: Sorry, I should have explained this one a bit.  The <levelSelection> element changes how the automatic prizes determines the prize level.  By specifying "formula" and providing a formula that is simply "pot", it changes from using "number of players" to "pot" as the selection criteria.  The <prizeLevel> elements still say "minPlayers" and "maxPlayers" because this feature was originally designed to only use "number of players" as the criteria, so when it was extended to use a formula (or the predefined other criteria), it remained "minPlayers" and "maxPlayers" in order to prevent existing automatic prizes configuration files from breaking.  So, when the pot is < $550, the first level, with no "Seat" prize, is selected.  If the pot is at least $550 but less than $1100, the 2nd level is selected, with 1st place receiving a seat (value of $550) and 2nd place receiving whatever is left over.  Etc for the other levels.  Combined with the "amounttext" attribute I proposed, would this work?

Yes I believe you got me (to a point). First, I just wanted to point out that, as it stands right now, using:
Code: [Select]
<prizeLevel minPlayers="35" maxPlayers="39">
        <prize rank="1-5" name="{1} Place" nonmonetary="Seat" />
        <prize rank="6" name="{1} Place" percent="100" adjustby="-2750" />
    </prizeLevel>
can produce a 0$ prize and that it should be handled better by TD by simply "silencing" 0$ prizes (not showing them on the board)

That said, having "another way" of selecting prize levels would be fantastic in my scenario. The only thing that is unclear from your example is: How does TD know that each "level" is worth 550$? I do not see anything in the "<levelSelection method="formula">" section that states that the POT should be divided by 550 (+1) to get to the proper level...

Other than that, you are on the right track  ;)

TIA
Michel
Title: Re: Automatic Prizes configuration / Display
Post by: Corey Cooper on August 06, 2015, 11:30:54 AM
Quote
Yes I believe you got me (to a point). First, I just wanted to point out that, as it stands right now, using:
Code:
<prizeLevel minPlayers="35" maxPlayers="39">
        <prize rank="1-5" name="{1} Place" nonmonetary="Seat" />
        <prize rank="6" name="{1} Place" percent="100" adjustby="-2750" />
    </prizeLevel>
can produce a 0$ prize and that it should be handled better by TD by simply "silencing" 0$ prizes (not showing them on the board)

Understood.   But the TD will allow you to create prizes of any value, including negative, so it's not as if a prize with a value of $0 is invalid somehow.  But I suppose an option to NOT display prizes of $0 or less value could be added.

Quote
That said, having "another way" of selecting prize levels would be fantastic in my scenario. The only thing that is unclear from your example is: How does TD know that each "level" is worth 550$? I do not see anything in the "<levelSelection method="formula">" section that states that the POT should be divided by 550 (+1) to get to the proper level...

Other than that, you are on the right track 

This is available today.  By default, the Automatic Prizes feature works off of the number of players in the tournament.  By adding an additional section to the config file, it will change the meaning of "number of players".  In other words, the criteria by which levels are chosen is usually "number of players", but it can be changed to either (a) some combination of number of buy-ins, rebuys, and add-ons; or (b) the output of a formula.

In my example I configured the Automatic Prizes to use the output of my formula as the criteria.  I set the formula to simply "pot", which means the output of the formula will be the current value of the pot, and thus the current value of the pot is my criteria.

Code: [Select]
  <levelSelection method="formula">
    <predefined countBuyins="true" countRebuys="false" countAddOns="false" />
    <formula text="pot" />
  </levelSelection>

(In the above configuration, the <predefined> node is unused, because the <levelSelection> node chose to use the <formula> method.  But it doesn't hurt anything, so I left it in.  Likewise, I could have set <levelSelection method="predefined">, which would make it use the <predefined> node and ignore the <formula> node.)

Each level is therefore chosen based on the current value of the pot.

Code: [Select]
    <prizeLevel minPlayers="1" maxPlayers="549">
      <prize rank="1" name="1st Place" percent="100" />
    </prizeLevel>

This then says "when the pot is between $1 and $549, use this prize level".  I know the "minPlayers" and "maxPlayers" attributes are confusing, but they were left that way for backwards compatibility.  Think of "minPlayers" as simply "minimum value" and "maxPlayers" as "maximum value".  So, when the formula (the value of the pot) is at minimum $1 and at maximum $549, only configure a single 1st place prize which gets 100% of the pot.

Code: [Select]
    <prizeLevel minPlayers="550" maxPlayers="1099">
      <prize rank="1" name="{1} Place" fixed="550" />
      <prize rank="2" name="{1} Place" percent="100" />
    </prizeLevel>

When the pot is at least $550 and at most $1099, create a 1st place prize of $550 and a 2nd place prize which gets 100% of the pot (after removing the fixed 1st place prize).

Code: [Select]
    <prizeLevel minPlayers="1100" maxPlayers="1649">
      <prize rank="1-2" name="{1} Place" fixed="550" />
      <prize rank="3" name="{1} Place" percent="100" />
    </prizeLevel>

When the pot is at least $1100 and at most $1649, create 1st and 2nd place prizes of $550 each and a 3rd place prize which gets 100% of the pot (after removing the fixed 1st and 2nd place prizes).

You get the picture.
Title: Re: Automatic Prizes configuration / Display
Post by: Lafrog on August 07, 2015, 07:27:45 AM
thanks, it is very clear now... As you mentioned the "minPlayers/maxPlayers" labels threw me off.

thanks again!
Title: Re: Automatic Prizes configuration / Display
Post by: Asegzamfire on September 24, 2015, 12:24:05 AM
I got one problem using that. I just make mine after reading the post.
for example:
      <prizeLevel minPlayers="34650" maxPlayers="38499">
      <prize rank="1" name="1-9 Place" nonmonetary="WPT Montreal $3,850 Seats" />
      <prize rank="10" name="{1} Place" percent="100" adjustby="-34650" />
    </prizeLevel>

Everything work perfectly fine, except for 2 little things, when the pot reach $0 as  you mention it, it show zero, which is not really a problem. Players can see how many money left in the pot before they got another seat, i like to see the $0 on the screen so no big deal here.

My other problem is that we have Mega Overlay Satellite in which the place ADD 5 seat of $3,850 to the prizepool. So using that formula i was thinking i will just write it in the house contribution, but it seems like the program does not count it toward the pot and give all of the $19,250 to the 100% position. So instead of $350 the position 10 receive $19,600.

I was thinking about adding contribution to the Pot int he level, but seems like i don't know the right way to write it or the right name.
something like this (i try different one also):
  <levelSelection method="formula">
    <predefined countBuyins="true" countRebuys="false" countAddOns="false" />
    <formula text="pot+housecontribution" />
  </levelSelection>

As for the Guaranteed everything work perfectly fine, i have 1 player in the tournament and it shows 2 seats for a $7,700 guaranteed and 3rd at $0. Until we pass the guaranteed.

If you have any idea, otherwise its not a big deal for now until it will be fix (if possible). I will just write something somewhere in the title the 5 seats will be added at the end of the late registration or something like that so players know they are not in the count they see.
Title: Re: Automatic Prizes configuration / Display
Post by: Corey Cooper on September 29, 2015, 06:28:45 PM
Quote
My other problem is that we have Mega Overlay Satellite in which the place ADD 5 seat of $3,850 to the prizepool. So using that formula i was thinking i will just write it in the house contribution, but it seems like the program does not count it toward the pot and give all of the $19,250 to the 100% position. So instead of $350 the position 10 receive $19,600.

I'm not sure what you're seeing, but when the formula is pot, the Automatic Prizes feature does indeed take into account the entire pot, including the house contribution.  The formula is evaluated against the current tournament state, just like anywhere else you might find a formula (Points for Playing, events, layout conditions, etc).
Title: Re: Automatic Prizes configuration / Display
Post by: Asegzamfire on September 29, 2015, 11:19:23 PM
My bad Corey i was only adding the money to the house contribution and then going back to the prizes tab. All the money was given to the bubble, i simply had to trigger the automatic. Just click on the button then press ok and it was setting up correctly.  Thx
Title: Re: Automatic Prizes configuration / Display
Post by: Lafrog on January 17, 2016, 04:52:13 PM
Is there any way to having rounding options applied to the automatic prizes?

TIA
Lafrog
Title: Re: Automatic Prizes configuration / Display
Post by: Corey Cooper on January 18, 2016, 12:52:52 PM
Rounding is applied to automatic prizes.
Title: Re: Automatic Prizes configuration / Display
Post by: Lafrog on January 19, 2016, 01:55:39 PM
Rounding is applied to automatic prizes.

I am sorry but how or where do I set that?
I would think this should go in the "adjustby" attribute but I do not know what value to put there.

And just to be clear, I would like the "rounding" to be applied automatically too...

TIA
Lafrog
Title: Re: Automatic Prizes configuration / Display
Post by: Corey Cooper on January 19, 2016, 02:08:23 PM
Rounding is applied to automatic prizes.

I am sorry but how or where do I set that?
I would think this should go in the "adjustby" attribute but I do not know what value to put there.

And just to be clear, I would like the "rounding" to be applied automatically too...

Sorry, it looks like we're talking about two different places.  The Prizes tab has a rounding feature.  So if you press the Rounding button on the Prizes tab and select a rounding type, it will be applied to all prizes, regardless of where those prizes originated (that is, whether you created them manually or they were added via Automatic Prizes).  The Automatic Prizes configuration file does not have a rounding attribute, so you can't round individual prizes independently.
Title: Re: Automatic Prizes configuration / Display
Post by: Lafrog on January 19, 2016, 02:38:02 PM
Rounding is applied to automatic prizes.

I am sorry but how or where do I set that?
I would think this should go in the "adjustby" attribute but I do not know what value to put there.

And just to be clear, I would like the "rounding" to be applied automatically too...

Sorry, it looks like we're talking about two different places.  The Prizes tab has a rounding feature.  So if you press the Rounding button on the Prizes tab and select a rounding type, it will be applied to all prizes, regardless of where those prizes originated (that is, whether you created them manually or they were added via Automatic Prizes).  The Automatic Prizes configuration file does not have a rounding attribute, so you can't round individual prizes independently.
Yeah I kinda figured it out just now... And the rounding option gets saved with the tournament file which is what I was after realy (I thought I would have to set the rounding option every time).

That said, I came onto a small snag... I like to round my prizes to the nearest 20$ (Because that is mostly what my players pay me with) but I normally have 30$ from each buyin going to the prize pool. Result of one of my test: Total Pot: 510$ 1st Place: 360$, 2nd Place:160$
I set the rounding to be "to nearest" ans I have my 1st Place Prize set to "Share Left Over"

Is there anyway I can get around that?

TIA
Lafrog
Title: Re: Automatic Prizes configuration / Display
Post by: Lafrog on January 26, 2016, 02:53:54 PM
Hi again Corey,

Another thing I noticed wen using automatic prizes:

When a bubble deal is hashed out using prize pool money (money taken out of some prizes and given out to the bubble), I noticed that the prizes get garbled up some.

I have all my prizes setup as a % of the pot and leftover shared to first place.

A bubble deal might dictate that I taken 50$ from the 1st place and 30$ from 2nd place to be given to a new 4th prize (the bubble)
When I go in to my 1st and 2nd prizes and "Adjust by" the proper amount, it affect the untouched 3rd prize. I guess this has to do with the "Share leftover" option but it is bothersome nonetheless as we need to breakout of using automatic prizes and re-create all prizes from scratch.

If a solution for this is not possible programmatically, I would at the very least suggest that we get a function to create "Fixed amount" prizes from automatic generated prizes.

Also, on a side note, can Automatic prize handle "Guaranties" and if so how? 

TIA
Lafrog
Title: Re: Automatic Prizes configuration / Display
Post by: Corey Cooper on January 26, 2016, 05:15:31 PM
Rounding is applied to automatic prizes.

I am sorry but how or where do I set that?
I would think this should go in the "adjustby" attribute but I do not know what value to put there.

And just to be clear, I would like the "rounding" to be applied automatically too...

Sorry, it looks like we're talking about two different places.  The Prizes tab has a rounding feature.  So if you press the Rounding button on the Prizes tab and select a rounding type, it will be applied to all prizes, regardless of where those prizes originated (that is, whether you created them manually or they were added via Automatic Prizes).  The Automatic Prizes configuration file does not have a rounding attribute, so you can't round individual prizes independently.
Yeah I kinda figured it out just now... And the rounding option gets saved with the tournament file which is what I was after realy (I thought I would have to set the rounding option every time).

That said, I came onto a small snag... I like to round my prizes to the nearest 20$ (Because that is mostly what my players pay me with) but I normally have 30$ from each buyin going to the prize pool. Result of one of my test: Total Pot: 510$ 1st Place: 360$, 2nd Place:160$
I set the rounding to be "to nearest" ans I have my 1st Place Prize set to "Share Left Over"

Is there anyway I can get around that?

Prizes get rounded first, and then the leftover is shared.  The point of sharing the leftover is to "even out" the pot.  If it were also rounded, many times there would still be leftover (or the prizes would total more than the pot).  I think the only way to really get around this is to override the prize amount.

Hi again Corey,

Another thing I noticed wen using automatic prizes:

When a bubble deal is hashed out using prize pool money (money taken out of some prizes and given out to the bubble), I noticed that the prizes get garbled up some.

I have all my prizes setup as a % of the pot and leftover shared to first place.

A bubble deal might dictate that I taken 50$ from the 1st place and 30$ from 2nd place to be given to a new 4th prize (the bubble)
When I go in to my 1st and 2nd prizes and "Adjust by" the proper amount, it affect the untouched 3rd prize. I guess this has to do with the "Share leftover" option but it is bothersome nonetheless as we need to breakout of using automatic prizes and re-create all prizes from scratch.

If a solution for this is not possible programmatically, I would at the very least suggest that we get a function to create "Fixed amount" prizes from automatic generated prizes.

I think it's the same answer: override the prize amount.  Adjustments are applied before the remainder is computed and divided.  Overriding a prize takes over and says "this is the final prize amount".  It also removes it from being a recipient of any leftover prize money.

Also, on a side note, can Automatic prize handle "Guaranties" and if so how? 

If you are referring to a guaranteed value for a specific prize, there's no feature in the TD for doing that, using automatic prizes or not.  Only a guaranteed pot amount.
Title: Re: Automatic Prizes configuration / Display
Post by: Lafrog on January 27, 2016, 02:09:30 PM
If a solution for this is not possible programmatically, I would at the very least suggest that we get a function to create "Fixed amount" prizes from automatic generated prizes.

I think it's the same answer: override the prize amount.  Adjustments are applied before the remainder is computed and divided.  Overriding a prize takes over and says "this is the final prize amount".  It also removes it from being a recipient of any leftover prize money.

Any reason why adjustments are applied BEFORE the remainder is computed and divided?
Seems to me that adjustments should be applied AFTER everything is done, since we are in fact adjusting the FINAL value presented to us

And how about having a way to generate fixed prizes from automatically generated ones?

Lafrog
Title: Re: Automatic Prizes configuration / Display
Post by: Corey Cooper on January 28, 2016, 09:55:29 PM
Any reason why adjustments are applied BEFORE the remainder is computed and divided?
Seems to me that adjustments should be applied AFTER everything is done, since we are in fact adjusting the FINAL value presented to us

To be quite honest, I'm not certain.  But I am certain it was done that way for a reason.  But the adjustment will usually affect what is left of the pot after being divided amongst the prizes.  Thus the "remainder", if any, would change, so that has to be applied last.  To affect that absolute FINAL value, you can override the prize amount.

And how about having a way to generate fixed prizes from automatically generated ones?

I'm not sure I follow you on this one.  Fixed prizes can be created using the Automatic prizes feature.
Title: Re: Automatic Prizes configuration / Display
Post by: Lafrog on January 29, 2016, 01:32:20 AM
Any reason why adjustments are applied BEFORE the remainder is computed and divided?
Seems to me that adjustments should be applied AFTER everything is done, since we are in fact adjusting the FINAL value presented to us

To be quite honest, I'm not certain.  But I am certain it was done that way for a reason.  But the adjustment will usually affect what is left of the pot after being divided amongst the prizes.  Thus the "remainder", if any, would change, so that has to be applied last.  To affect that absolute FINAL value, you can override the prize amount.
In my mind, adjustments should affect the resulting prize as it stands and not produce other changes to other prize(s)...

And how about having a way to generate fixed prizes from automatically generated ones?

I'm not sure I follow you on this one.  Fixed prizes can be created using the Automatic prizes feature.

The automatic prize feature does not create fixed prizes, otherwise I would not have any problem with it.. In my case, automatic prizes are generated using preset percentages. What I would like to be able to do is convert those "percentage" based prizes into "fixed amount" prizes. All in one swoop.

Because while I can recreate each prize individually into fixed amount, I am losing the preset amounts as soon as I change one prize (because TD recomputes the other automatic prizes when I save). So I have to write down all the amount and recreate each prize individually. But if TD could generate "fixed amount" prizes from the actual "percent" prizes, it would be much easier. (But even easier would be to have "adjust by" only affecting the current prize)

Lafrog
Title: Re: Automatic Prizes configuration / Display
Post by: Corey Cooper on January 29, 2016, 12:03:24 PM
I assure you the Automatic Prizes feature does create fixed prizes:

    <prizeLevel minPlayers="10" maxPlayers="999999">
      <prize rank="1" percent="46" shareLeftover="true" />
      <prize rank="2" percent="27" />
      <prize rank="3" percent="17" />
      <prize rank="4" percent="10" />
      <prize fixed="100" name="This is a fixed prize" />
    </prizeLevel>

However, we may have different understanding of what it is you are trying to do.  The above will create a fixed prize with a $100 value.  It sounds like maybe you're wanting to have the prizes computed using the percentages, and then "fix" or lock them at a certain value.  Maybe?
Title: Re: Automatic Prizes configuration / Display
Post by: Lafrog on January 30, 2016, 03:14:28 PM
I assure you the Automatic Prizes feature does create fixed prizes:

    <prizeLevel minPlayers="10" maxPlayers="999999">
      <prize rank="1" percent="46" shareLeftover="true" />
      <prize rank="2" percent="27" />
      <prize rank="3" percent="17" />
      <prize rank="4" percent="10" />
      <prize fixed="100" name="This is a fixed prize" />
    </prizeLevel>

However, we may have different understanding of what it is you are trying to do.  The above will create a fixed prize with a $100 value.  It sounds like maybe you're wanting to have the prizes computed using the percentages, and then "fix" or lock them at a certain value.  Maybe?
Yes, I would like the ability to generate Fixed Prizes FROM the percent values Automatically generated which I can then "Adjust By" any value without messing everything up...

Lafrog
Title: Re: Automatic Prizes configuration / Display
Post by: Corey Cooper on February 04, 2016, 11:30:55 AM
So, why wouldn't overriding the value have the same effect?
Title: Re: Automatic Prizes configuration / Display
Post by: Lafrog on February 04, 2016, 01:09:07 PM
So, why wouldn't overriding the value have the same effect?
Because as soon as you change one prize the others change as well... So you have to write them down to re-create them... Would be much easier if you could do iy in one swoop from within TD.

Lafrog
Title: Re: Automatic Prizes configuration / Display
Post by: Corey Cooper on February 04, 2016, 08:15:39 PM
To be clear (and I hope I'm correct without digging too far back into the code), applying an adjustment OR overriding the value of a prize does NOT affect the calculation of other prizes with the exception of the leftover amount.  When you change the value of the prize by adjustment or override, you will affect the leftover amount, so it is redistributed which will affect the value of those prizes.  But only by the leftover amount.  Their calculated percentage is not affected.

I can see how a conversion could help.  I'll look into adding this feature in a future version.  Looks pretty straightforward.

In the meantime, for final deals made I would suggest just using the Chop feature.  Obviously this won't cover all scenarios, but for those final 2 or 3 players who make a deal, you can divvy up the prize money without affecting the prize values.