Move more code into gather file

This commit is contained in:
Nate Bowman
2026-07-30 21:02:14 -04:00
parent e25abd87ab
commit 194925ab04
4 changed files with 151 additions and 84 deletions

View File

@@ -61,12 +61,30 @@ class World():
MAX_WORLD_TIME = 3*60*60 # 3 hours
def _pay_cost(self, purchase):
def add_resources(self, gathered):
for i in range(len(self.resources)):
if self.resources[i] < self.costs.costs[purchase][i]:
self.resources[i] += gathered[i]
def pay_cost(self, thing):
spent = self.costs.compute_cost(thing)
for i in range(len(self.resources)):
if self.resources[i] < spent[i]:
raise NotEnoughResourcesException
for i in range(len(self.resources)):
self.resources[i] -= self.costs.costs[purchase][i]
self.resources[i] -= spent[i]
def _remove_event_at_time(self, removed_event, scheduled_time):
if not scheduled_time:
return
for i, event in enumerate(self.events[scheduled_time]):
if event[0] == removed_event:
del self.events[scheduled_time][i]
break
def _schedule_next_gather_rate_decrease(self, task):
@@ -74,14 +92,8 @@ class World():
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]
self._remove_event_at_time(self._decrease_gather_rate_by_overuse,
self.rate_decrease_event_times[task])
rate = self.gather.gather_rates[task]
@@ -107,53 +119,51 @@ class World():
if task == Tasks.FARM:
self.events[next_decrease].append((self._remove_farm, ()))
else:
self.events[next_decrease].append((self._decrease_gather_rate,
self.events[next_decrease].append((self._decrease_gather_rate_by_overuse,
(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
def _decrease_gather_rate_by_overuse(self, task):
new_rate = self.gather.decrease_gather_rate_by_overuse(task)
if new_rate > 0:
self._schedule_next_gather_rate_decrease(task)
else:
self.assign_villager(task, task.IDLE, self.villager_tasks[task])
self.assign_villager(task, Tasks.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
def _improve_gather_rate_by_building(self, building, tasks):
tasks_improved = self.gather.improve_gather_rate_by_building(building,
tasks)
for task in tasks_improved:
self._schedule_next_gather_rate_decrease(task)
def _permanently_modify_farm_capacity(self, increase):
current_initial_farm = self.gather.buildings_gather_increase[Buildings.FARM]
for i in range(len(farms)):
farms[i] += (farms[i]/current_initial_farm)*increase
for i in range(len(unused_farms)):
unused_farms[i] += (unused_farms[i]/current_initial_farm)*increase
self.gather.buildings_gather_increase[Buildings.FARM] += increase
self._schedule_next_gather_rate_decrease(Task.FARM)
def permanently_modify_gather_rate(self, task, multiplier):
self.gather.permanently_modify_gather_rate(task, multiplier)
self._schedule_next_gather_rate_decrease(task)
def _permanently_modify_gather_rate(self, task, rate_multiplier):
self.gather.gather_rates[tasks] *= rate_multiplier
self.gather.original_gather_rates[tasks] *= rate_multiplier
def permanently_modify_farm_capacity(self, increase):
self._permanently_modify_consumable_capacity(Buildings.FARM,
Tasks.FARM,
increase)
def _permanently_modify_consumable_capacity(self, building, task, increase):
multiplier = self.gather.permanently_modify_consumable_capacity(building,
task,
increase)
if building == Buildings.FARM:
used = self.farms
unused = self.unused_farms
for i in range(len(used)):
used[i] += used[i]*multiplier
for i in range(len(unused)):
unused[i] += unused[i]*multiplier
self._schedule_next_gather_rate_decrease(task)
@@ -216,7 +226,7 @@ class World():
self.dependencies.check_dependencies(self, building)
self._pay_cost(building)
self.pay_cost(building)
self._move_villagers_to_build(villagers_from_count)
villagers_to_count = Counter(villagers_to)
@@ -241,8 +251,8 @@ class World():
if building == Buildings.FARM:
self._add_farm()
elif building in self.gather.buildings_gather_increase.keys():
self._improve_gather_rate(building, tasks_improved)
else:
self._improve_gather_rate_by_building(building, tasks_improved)
for task, count in villagers_to.items():
self.assign_villager(Tasks.BUILD, task, count)
@@ -280,7 +290,12 @@ class World():
def _run_clock_without_events(self, end_time):
self._gather_resources_for_duration(end_time - self.current_time)
duration = end_time - self.current_time
gathered = self.gather.compute_gathered_resources_for_duration(self.villager_tasks,
duration)
self.add_resources(gathered)
self.current_time = end_time
@@ -322,21 +337,23 @@ class World():
def _free_production_building(self, building):
# This will not respect the order of a queue in a particular building.
# For example, if there is a TC with the queue [villager, loom] and
# there is no available housing, the TC will research loom. In the
# actual game, the villager would block the researching of loom.
# There is no easy way around this as long as we are treating the
# production queue as a shared pool, and I don't really care.
self.production_available[building] += 1
# Start the next queued thing if one exists
ready_index = None
ready_thing = None
for i in range(len(self.production_queue)):
i = 0
while i < len(self.production_queue):
thing = self.production_queue[i]
if self.production.building[thing] == building:
ready_index = i
ready_thing = thing
if self.production.building[thing] == building and \
self.housing.check_housing(self, thing):
self._start_producing(thing)
del self.production_queue[i]
break
if ready_index:
self.production_queue.remove(i)
self._start_producing(thing)
i += 1
def _use_housing_and_production(self, thing):
@@ -390,7 +407,8 @@ class World():
def _queue_thing(self, thing, initial_task=None):
self.dependencies.check_dependencies(self, thing)
self._pay_cost(thing)
self.costs.compute_cost(thing)
self.pay_cost(thing)
self._start_producing(thing, initial_task)
@@ -407,14 +425,6 @@ class World():
self._queue_thing(Units.VILLAGER, initial_task)
def _gather_resources_for_duration(self, duration):
for task, count in self.villager_tasks.items():
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):
for func, args in self.events[self.current_time]:
func(*args)
@@ -431,8 +441,8 @@ class World():
new_age = self.age + 1
self._check_age_dependencies(new_age)
self._pay_cost(new_age)
self.dependencies.check_dependencies(new_age)
self.pay_cost(new_age)
update_time = self.current_time + self.build_times.build_times[new_age]
self.events[update_time].append((self._update_age, (new_age,)))