Combine unit and research functions
This commit is contained in:
180
aoe/world.py
180
aoe/world.py
@@ -54,6 +54,7 @@ class World():
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# possibly other things
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# TODO gathering boars and hunting
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# spend villager time in exchange for adding gatherable resource
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# TODO food spoilage
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# TODO use market for buy/sell
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@@ -68,19 +69,22 @@ class World():
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self.resources[i] -= self.costs.costs[purchase][i]
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def _check_research_dependencies(self, research):
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self._check_dependencies(self.research_deps.dependencies[research])
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def _check_dependencies(self, thing):
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thing_type = type(thing)
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if thing_type == Ages:
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self._check_age_dependencies(thing)
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else:
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if thing_type == Buildings:
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dependencies = self.building_deps.dependencies[thing]
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elif thing_type == Units:
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dependencies = self.unit_deps.dependencies[thing]
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elif thing_type == Research:
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dependencies = self.research_deps.dependencies[thing]
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self._check_non_age_dependencies(dependencies)
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def _check_building_dependencies(self, building):
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self._check_dependencies(self.building_deps.dependencies[building])
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def _check_unit_dependencies(self, unit):
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self._check_dependencies(self.unit_deps.dependencies[unit])
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def _check_dependencies(self, dependencies):
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def _check_non_age_dependencies(self, dependencies):
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for dep in dependencies:
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if dep not in self.buildings and \
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dep not in self.research and \
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@@ -103,13 +107,6 @@ class World():
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raise MissingDependencyException
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def queue_research(self, research):
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self._check_research_dependencies(research)
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self._pay_cost(research)
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self._start_research(research)
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def _schedule_next_gather_rate_decrease(self, task):
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if task in [Tasks.IDLE, Tasks.BUILD]:
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return
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@@ -254,7 +251,8 @@ class World():
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villagers_from_count = Counter(villagers_from)
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self._check_villager_move(villagers_from_count)
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self._check_building_dependencies(building)
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self._check_dependencies(building)
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self._pay_cost(building)
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self._move_villagers_to_build(villagers_from_count)
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@@ -342,60 +340,40 @@ class World():
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def _free_housing(self):
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pop_space = self._get_population_space()
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original_queue_len = len(self.production_queue)
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# Assumes each unit costs 1 pop
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new_builds = []
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i = 0
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while (self._get_effective_population() < pop_space and
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i < original_queue_len):
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i < len(self.production_queue)):
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unit = self.production_queue[i]
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if self._check_production(unit):
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if unit in Units:
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self._build_unit(unit)
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elif unit in Research:
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self._start_research(unit)
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new_builds.append(i)
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i += 1
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self.production_queue = [self.production_queue[i]
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for i in range(original_queue_len)
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if i not in new_builds]
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thing = self.production_queue[i]
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if self._check_housing(thing) and self._check_production(thing):
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self._start_producing(thing)
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del self.production_queue[i]
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else:
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i += 1
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def _free_production_building_of_unit(self, unit):
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building = self.production.building[unit]
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def _free_production_building_of_thing(self, thing):
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building = self.production.building[thing]
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self._free_production_building(building)
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def _free_production_building(self, building):
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self.production_available[building] += 1
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# Start the next queued unit if one exists
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# Start the next queued thing if one exists
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ready_index = None
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ready_unit = None
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ready_thing = None
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for i in range(len(self.production_queue)):
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unit = self.production_queue[i]
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if self.production.building[unit] == building:
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thing = self.production_queue[i]
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if self.production.building[thing] == building:
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ready_index = i
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ready_unit = unit
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ready_thing = thing
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break
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if ready_index:
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self.production_queue.remove(i)
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if unit in Units:
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self._build_unit(unit)
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elif unit in Research:
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self._start_research(unit)
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def _check_housing(self, unit):
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# assumes for now that all units cost 1 pop
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pop_space = sum([self.housing.space[building] for building in self.buildings])
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if self._get_effective_population() >= pop_space:
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raise YallGotHousedException
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self._start_producing(thing)
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def _check_gather(self, task, count=1):
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@@ -415,51 +393,37 @@ class World():
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raise GatherBuildingNotAvailableException
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def _check_housing(self, thing):
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required = self.housing.required[thing]
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if required > 0:
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pop_space = self._get_population_space()
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if self._get_effective_population() > pop_space + required:
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raise YallGotHousedException
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def _check_production(self, unit):
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building = self.production.building[unit]
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if self.production_available[building] < 1:
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raise ProductionBuildingNotAvailableException
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def _use_production_for_research(self, research):
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self._check_production(research)
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def _use_housing_and_production(self, thing):
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self._check_housing(thing)
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self._check_production(thing)
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building = self.production.building[research]
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self.production_available[building] -= 1
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building = self.production.building[thing]
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if building is not None:
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self.production_available[building] -= 1
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def _add_research(self, research):
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self.research.append(research)
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ResearchEffects.complete_research(self, research)
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self._free_production_building_of_unit(research)
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def _start_research(self, research):
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try:
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self._use_production_for_research(research)
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except ProductionBuildingNotAvailableException:
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self.production_queue.append(research)
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else:
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update_time = self.current_time + self.build_times.build_times[research]
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self.events[update_time].append((self._add_research, (research,)))
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def _use_housing_and_production(self, unit):
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self._check_housing(unit)
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self._check_production(unit)
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building = self.production.building[unit]
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self.production_available[building] -= 1
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self.units_being_built += 1
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self.units_being_built += self.housing.required[thing]
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def _kill_unit(self, unit, task=None):
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if unit == Units.VILLAGER and not task:
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raise IllegalVillagerMoveException
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# assumes population of 1 for every unit
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self.population -= 1
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self.population -= self.housing.required(unit)
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if unit == Units.VILLAGER:
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self.assign_villager(task, None)
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@@ -467,39 +431,49 @@ class World():
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self._free_housing()
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def _add_unit(self, unit, initial_task):
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# assumes population of 1 for every unit
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self.units_being_built -= 1
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self.population += 1
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self._free_production_building_of_unit(unit)
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def _add_thing(self, thing, initial_task):
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self.units_being_built -= self.housing.required[thing]
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self.population += self.housing.required[thing]
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if unit == Units.VILLAGER:
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if thing in Research:
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self.research.append(thing)
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ResearchEffects.complete_research(self, thing)
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self._free_production_building_of_thing(thing)
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if thing == Units.VILLAGER:
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self.villagers += 1
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self.villager_tasks[Tasks.IDLE] += 1
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self.assign_villager(Tasks.IDLE, initial_task)
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def _build_unit(self, unit, initial_task):
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def _start_producing(self, thing, initial_task):
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try:
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self._use_housing_and_production(unit)
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self._use_housing_and_production(thing)
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except ProductionBuildingNotAvailableException:
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self.production_queue.append(unit)
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except YallGotHousedException:
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pass
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self.production_queue.append(thing)
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else:
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update_time = self.current_time + self.build_times.build_times[unit]
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self.events[update_time].append((self._add_unit, (unit, initial_task,)))
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update_time = self.current_time + self.build_times.build_times[thing]
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self.events[update_time].append((self._add_thing, (thing, initial_task,)))
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def queue_unit(self, unit, initial_task=None):
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self._check_unit_dependencies(unit)
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self._pay_cost(unit)
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def _queue_thing(self, thing, initial_task=None):
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self._check_dependencies(thing)
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self._pay_cost(thing)
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self._build_unit(unit, initial_task)
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self._start_producing(thing, initial_task)
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def queue_research(self, research):
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self._queue_thing(research)
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def queue_unit(self, unit):
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self._queue_thing(unit)
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def queue_villager(self, initial_task):
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self.queue_unit(Units.VILLAGER, initial_task)
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self._queue_thing(Units.VILLAGER, initial_task)
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def _gather_resources_for_duration(self, duration):
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