Deal with farms and varying gather rates
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@@ -11,6 +11,8 @@ from aoe.gameplay import *
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# TODO need some warning, penalty, etc. if villager is assigned to task
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# without appropriate building (e.g., mining with no camp)
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# TODO building time assumes just 1 vil is working for now
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# TODO need efficiency penalties on, e.g., "stale" lumber camp
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# Set up world
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@@ -39,6 +41,9 @@ game.build(45, Buildings.LUMBERCAMP, Tasks.WOOD, Tasks.WOOD)
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game.queue_villager(45, Tasks.WOOD)
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game.queue_villager(45, Tasks.WOOD)
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game.play_until(46)
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game.print_status()
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game.build(100, Buildings.HOUSE, [Tasks.SHEEP, Tasks.WOOD], [Tasks.IDLE]*2)
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#game.assign_villager(Build.Stable(), "food", wait_until_finished=True)
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@@ -46,11 +51,13 @@ game.build(100, Buildings.HOUSE, [Tasks.SHEEP, Tasks.WOOD], [Tasks.IDLE]*2)
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game.queue_unit(s1, Scout)
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'''
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game.assign_villager(130, Tasks.IDLE, Tasks.WOOD, 2)
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# should generate exception
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#game.build(200, Buildings.FARM, [Tasks.SHEEP], [Tasks.WOOD])
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game.build(200, Buildings.MILL, [Tasks.SHEEP], [Tasks.WOOD])
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game.build(250, Buildings.FARM, [Tasks.SHEEP, Tasks.WOOD], [Tasks.IDLE])
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game.build(250, Buildings.FARM, [Tasks.SHEEP, Tasks.WOOD], [Tasks.IDLE]*2)
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# Evaluate game
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game.play_until(800)
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