Deal with farms and varying gather rates

This commit is contained in:
Nate Bowman
2026-07-26 23:15:46 -04:00
parent 4a014aeb50
commit 013468d34e
4 changed files with 382 additions and 58 deletions

View File

@@ -1,4 +1,6 @@
from collections import defaultdict, Counter
import heapq
import math
from aoe.exceptions import *
from aoe.costs import *
@@ -35,15 +37,21 @@ class World():
# and, if executed successfully, it adds another event to the queue that
# actually adds the unit to the world
# TODO farms, reseeding, etc.
# _check_resource_building, _use_resource_building, _free_resource_building
# TODO sheep should die like farms
# TODO need some warning, penalty, etc. if villager is assigned to task
# without appropriate building (e.g., mining with no camp)
# TODO need efficiency penalties on, e.g., lumber camp
# too many vils/camp decreases rate
# "stale" (old) camp decreases rate
# For now, we assume just 1 villager can work a farm at a time.
# This shouldn't be a huge deal to change later.
# We also assume that a player makes optimal choices about farms --
# villagers are removed from farms with the lowest capacity first and added
# to farms with the highest capacity.
# We keep track of only the closest upcoming farm deletion.
# TODO research
# TODO allow automation:
# reseeding of farms
# queuing of villagers
# possibly other things
# TODO gathering boars and hunting
# spend villager time in exchange for adding gatherable resource
# TODO relics
MAX_WORLD_TIME = 3*60*60 # 3 hours
@@ -102,23 +110,107 @@ class World():
pass
def _update_gather_rate(self, task):
pass # TODO
#num_farms = self.buildings.count(Buildings.FARM)
#num_workers = self.villager_tasks[task]
#villager_room =
def _schedule_next_gather_rate_decrease(self, task):
if task in [Tasks.IDLE, Tasks.BUILD]:
return
# remove old decrease
scheduled_decrease = self.rate_decrease_event_times[task]
if scheduled_decrease is not None:
decrease_index = None
for i, event in enumerate(self.events[scheduled_decrease]):
if event[0] == self._decrease_gather_rate:
decrease_index = i
break
del self.events[scheduled_decrease][i]
rate = self.gather.gather_rates[task]
if task == Tasks.FARM:
available = self.farms[0]
villagers = min(self.villager_tasks[task], 1)
else:
available = self.gather.gatherable_amounts[task]
villagers = self.villager_tasks[task]
try:
next_decrease = self.current_time + available/(villagers*rate)
except ZeroDivisionError:
# either villagers or rate was 0, so no next decrease should
# be scheduled
self.rate_decrease_event_times[task] = None
else:
# rounding error will give 1 extra second of gathering
next_decrease = math.ceil(self.current_time + next_decrease)
self.rate_decrease_event_times[task] = next_decrease
if task == Tasks.FARM:
self.events[next_decrease].append((self._remove_farm, ()))
else:
self.events[next_decrease].append((self._decrease_gather_rate,
(task,)))
def _decrease_gather_rate(self, task):
# assumes rate decrease should trigger; does not check
new_rate = self.gather_decrease_rates[task]*self.gather_rates[task]
self.gather_rates[task] = new_rate
if new_rate > 0:
self._schedule_next_gather_rate_decrease(task)
else:
self.assign_villager(task, task.IDLE, self.villager_tasks[task])
def _improve_gather_rate(self, building, tasks):
if building == Buildings.FARM:
raise ValueError('Do not call this routine with a farm')
if tasks is None:
tasks = self.gather.buildings_gather_increase[building].keys()
for task in tasks:
amount = self.gather.buildings_gather_increase[building][task]
if self.gather.gather_rates[task] < self.gather.original_gather_rates[task]:
self.gather.gather_rates[task] = self.gather.original_gather_rates[task]
self.gather.gatherable_amounts[task] = amount
else:
self.gather.gatherable_amounts[task] += amount
self._schedule_next_gather_rate_decrease(task)
def assign_villager(self, previous_task, new_task, count=1):
# new_task of None means kill the villager
# villager_tasks must be modified only in this function
# if it is changed elsewhere, the rate-decrease schedule will be wrong
if self.villager_tasks[previous_task] < count:
raise IllegalVillagerMoveException
self._check_gather(new_task, count)
if new_task:
self._check_gather(new_task, count)
self.villager_tasks[new_task] += count
else:
self.villagers -= 1
self.villager_tasks[previous_task] -= count
self.villager_tasks[new_task] += count
self._update_gather_rate(new_task)
if previous_task == Tasks.FARM:
# remove villagers from farms with lowest remaining capacity
for i in range(count):
heapq.heappush_max(self.unused_farms,
heapq.heappop(self.farms))
if new_task == Tasks.FARM:
# add villagers to farms with highest remaining capacity
for i in range(count):
heapq.heappush(self.farms,
heapq.heappop_max(self.unused_farms))
self._schedule_next_gather_rate_decrease(previous_task)
if new_task:
self._schedule_next_gather_rate_decrease(new_task)
def _check_villager_move(self, villagers_from_count):
@@ -129,11 +221,10 @@ class World():
def _move_villagers_to_build(self, villagers_from_count):
for task, count in villagers_from_count.items():
self.villager_tasks[task] -= count
self.villager_tasks[Tasks.BUILD] += count
self.assign_villager(task, Tasks.BUILD, count)
def build(self, building, villagers_from, villagers_to):
def build(self, building, villagers_from, villagers_to, building_tasks=None):
if type(villagers_from) == Tasks:
villagers_from = [villagers_from]
if type(villagers_to) == Tasks:
@@ -158,33 +249,39 @@ class World():
update_time = self.current_time + build_time
self.events[update_time].append((self._add_building,
(building, villagers_to_count,)))
(building,
villagers_to_count,
building_tasks,)))
def _add_building(self, building, villagers_to):
def _add_building(self, building, villagers_to, tasks_improved):
self.buildings.append(building)
self._free_production_building(building)
for task, count in villagers_to.items():
self.villager_tasks[Tasks.BUILD] -= count
self.villager_tasks[task] += count
if building == Buildings.HOUSE:
self._free_housing()
if building == Buildings.FARM:
# assumes a farm is worked nonstop after being built
update_time = self.current_time + times.exist_duration[Buildings.FARM]
self.events[update_time].append((self._remove_farm, ()))
self._add_farm()
elif building in self.gather.buildings_gather_increase.keys():
self._improve_gather_rate(building, tasks_improved)
for task, count in villagers_to.items():
self.assign_villager(Tasks.BUILD, task, count)
def _add_farm(self):
self.buildings.append(Buildings.FARM)
new_farm_value = self.gather.buildings_gather_increase[Buildings.FARM][Tasks.FARM]
heapq.heappush(self.unused_farms, new_farm_value)
def _remove_farm(self):
self.buildings.remove(Buildings.FARM)
heapq.heappop(self.farms)
num_farms = self.buildings.count(Buildings.FARM)
if self.villager_tasks[Tasks.FARM] > num_farms:
self.villager_tasks[Tasks.FARM] -= 1
self.villager_tasks[Tasks.IDLE] += 1
if self.villager_tasks[Tasks.FARM] > len(self.farms):
self.assign_villager(Tasks.FARM, Tasks.IDLE)
def advance_by_time(self, duration):
@@ -277,6 +374,9 @@ class World():
def _check_gather(self, task, count=1):
if task in [Tasks.IDLE, Tasks.BUILD]:
return
required = self.gather.required_gather_buildings[task]
have = set(self.buildings)
@@ -286,8 +386,7 @@ class World():
raise GatherBuildingNotAvailableException
if task == task.FARM:
num_farms = self.buildings.count(Buildings.FARM)
if self.villager_tasks[task] + count > num_farms:
if self.villager_tasks[task] + count > len(self.unused_farms):
raise GatherBuildingNotAvailableException
@@ -315,9 +414,7 @@ class World():
self.population -= 1
if unit == Units.VILLAGER:
self.villagers -= 1
self.villager_tasks[task] -= 1
self._update_gather_rate(task)
self.assign_villager(task, None)
self._free_housing()
@@ -359,9 +456,10 @@ class World():
def _gather_resources_for_duration(self, duration):
for task, count in self.villager_tasks.items():
gather_rates = self.gather.gather_rates[task]
for resource, rate in gather_rates.items():
self.resources[resource] += count*rate*duration
rate = self.gather.gather_rates[task]
gathered = self.gather.gathered_resources[task]
for resource, mult in gathered.items():
self.resources[resource] += count*rate*mult*duration
def _handle_events(self):
@@ -400,10 +498,14 @@ class World():
self.resources = [200, 200, 100, 200]
self.research = []
self.buildings = [Buildings.TOWNCENTER]
self.farms = []
self.unused_farms = []
self.villager_tasks = {t: 0 for t in Tasks}
self.villager_tasks[Tasks.IDLE] = self.villagers
self.rate_decrease_event_times = {t: None for t in Tasks}
self.units_being_built = 0
self.production_available = {b: 0 for b in Buildings}
self.production_available[Buildings.TOWNCENTER] = 1