Initial commit

This commit is contained in:
Nate Bowman
2026-07-26 20:26:36 -04:00
commit 4a014aeb50
12 changed files with 1058 additions and 0 deletions

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aoe/costs.py Normal file
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from aoe.types import *
class Costs():
def __init__(self):
self.costs = {
Ages.DARK: (0, 0, 0, 0),
Ages.FEUDAL: (500, 0, 0, 0),
Ages.CASTLE: (800, 0, 200, 0),
Ages.IMPERIAL: (1000, 0, 800, 0),
Buildings.HOUSE: (0, 25, 0, 0),
Buildings.LUMBERCAMP: (0, 100, 0, 0),
Buildings.MILL: (0, 100, 0, 0),
Buildings.FARM: (0, 60, 0, 0),
Buildings.MININGCAMP: (0, 100, 0, 0),
Buildings.DOCK: (0, 150, 0, 0),
Buildings.BARRACKS: (0, 175, 0, 0),
Buildings.PALISADEWALL: (0, 3, 0, 0),
Buildings.PALISADEGATE: (0, 30, 0, 0),
Buildings.TOWNCENTER: (0, 275, 0, 100),
Buildings.BLACKSMITH: (0, 200, 0, 0),
Buildings.WATCHTOWER: (0, 35, 0, 125),
Buildings.STONEWALL: (0, 0, 0, 5),
Buildings.GATE: (0, 25, 0, 0),
Buildings.DONJON: (0, 50, 0, 175),
Buildings.FISHTRAP: (0, 100, 0, 0),
Buildings.MARKET: (0, 175, 0, 0),
Buildings.ARCHERYRANGE: (0, 175, 0, 0),
Buildings.STABLE: (0, 175, 0, 0),
Units.VILLAGER: (50, 0, 0, 0),
Units.TRADECART: (0, 100, 50, 0),
Units.SPEARMAN: (35, 25, 0, 0),
Units.MILITIA: (60, 0, 20, 0),
Units.SCOUT: (80, 0, 0, 0),
Units.KNIGHT: (60, 0, 75, 0),
Units.SKIRMISHER: (25, 35, 0, 0),
Units.ARCHER: (0, 25, 45, 0),
}
#def update_research(self, research):
#case research:
#match Bowsaw:

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aoe/dependencies.py Normal file
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from aoe.types import *
class BuildingDependencies():
def __init__(self):
self.dependencies = {
Buildings.HOUSE: [Ages.DARK],
Buildings.LUMBERCAMP: [Ages.DARK],
Buildings.MILL: [Ages.DARK],
Buildings.FARM: [Ages.DARK, Buildings.MILL],
Buildings.MININGCAMP: [Ages.DARK],
Buildings.DOCK: [Ages.DARK],
Buildings.BARRACKS: [Ages.DARK],
Buildings.PALISADEWALL: [Ages.DARK],
Buildings.PALISADEGATE: [Ages.DARK],
Buildings.TOWNCENTER: [Ages.DARK],
Buildings.BLACKSMITH: [Ages.FEUDAL],
Buildings.WATCHTOWER: [Ages.FEUDAL],
Buildings.STONEWALL: [Ages.FEUDAL],
Buildings.GATE: [Ages.FEUDAL],
Buildings.DONJON: [Ages.FEUDAL],
Buildings.FISHTRAP: [Ages.FEUDAL],
Buildings.MARKET: [Ages.FEUDAL, Buildings.MILL],
Buildings.ARCHERYRANGE: [Ages.FEUDAL, Buildings.BARRACKS],
Buildings.STABLE: [Ages.FEUDAL, Buildings.BARRACKS],
}
class AgeDependencies():
def __init__(self):
self.dependencies = {
Ages.FEUDAL: {
Buildings.BARRACKS: 1,
Buildings.MILL: 1,
Buildings.LUMBERCAMP: 1,
Buildings.MININGCAMP: 1,
Buildings.DOCK: 1,
#Buildings.MULECART: 1,
#Buildings.FOLWARK: 1,
#Buildings.SETTLEMENT: 2,
},
Ages.CASTLE: {
Buildings.ARCHERYRANGE: 1,
Buildings.STABLE: 1,
Buildings.MARKET: 1,
Buildings.BLACKSMITH: 1,
#Buildings.SIEGEWORKSHOP: 1,
},
Ages.IMPERIAL: {
#Buildings.MONASTERY: 1,
#Buildings.FORTIFIEDCHURCH: 1,
#Buildings.UNIVERSITY: 1,
#Buildings.SIEGEWORKSHOP: 1,
#Buildings.CASTLE: 2,
#Buildings.KREPOST: 2,
},
}
self.dependencies_counts = {
Ages.FEUDAL: 2,
Ages.CASTLE: 2,
Ages.IMPERIAL: 2,
}
class ResearchDependencies():
def __init__(self):
self.dependencies = {
Research.DOUBLEBITAXE: [Ages.FEUDAL, Buildings.LUMBERCAMP],
Research.BOWSAW: [Ages.CASTLE, Buildings.LUMBERCAMP, Research.DOUBLEBITAXE],
Research.TWOMANSAW: [Ages.IMPERIAL, Buildings.LUMBERCAMP, Research.BOWSAW],
Research.HORSECOLLAR: [Ages.FEUDAL, Buildings.MILL],
Research.HEAVYPLOW: [Ages.CASTLE, Buildings.MILL, Research.HORSECOLLAR],
Research.CROPCYCLE: [Ages.IMPERIAL, Buildings.MILL, Research.HEAVYPLOW],
Research.GOLDMINING: [Ages.FEUDAL, Buildings.MININGCAMP],
Research.GOLDSHAFTMINING: [Ages.CASTLE, Buildings.MININGCAMP, Research.GOLDMINING],
Research.STONEMINING: [Ages.FEUDAL, Buildings.MININGCAMP],
Research.STONESHAFTMINING: [Ages.CASTLE, Buildings.MININGCAMP, Research.STONEMINING],
}
class UnitDependencies():
def __init__(self):
self.dependencies = {
Units.VILLAGER: [Buildings.TOWNCENTER],
Units.TRADECART: [Buildings.MARKET],
Units.SPEARMAN: [Ages.FEUDAL, Buildings.BARRACKS],
Units.MILITIA: [Buildings.BARRACKS],
Units.SCOUT: [Ages.FEUDAL, Buildings.STABLE],
Units.KNIGHT: [Ages.CASTLE, Buildings.STABLE],
Units.SKIRMISHER: [Ages.FEUDAL, Buildings.ARCHERYRANGE],
Units.ARCHER: [Ages.FEUDAL, Buildings.ARCHERYRANGE],
}

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aoe/exceptions.py Normal file
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class CannotChangeThePastException(Exception):
pass
class ConservationOfVillagersException(Exception):
pass
class GatherBuildingNotAvailableException(Exception):
pass
class IllegalVillagerMoveException(Exception):
pass
class MissingDependencyException(Exception):
pass
class NotEnoughResourcesException(Exception):
pass
class ProductionBuildingNotAvailableException(Exception):
pass
class YallGotHousedException(Exception):
pass

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aoe/gameplay.py Normal file
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from collections import defaultdict
from aoe.exceptions import *
from aoe.types import *
from aoe.world import *
class Gameplay():
def print_status(self):
print(f'Current time: {self.world.current_time}')
print()
print(f'Civ: {self.world.civ}')
print(f'Age: {self.world.age}')
print(f'Population: {self.world.population}')
print()
print(f'Villagers: {self.world.villagers}')
print(f'Tasks: {[(t, c) for t, c in self.world.villager_tasks.items() if c != 0]}')
print()
print(f'Resources: {[int(r) for r in self.world.resources]}')
print()
print(f'Buildings: {self.world.buildings}')
print()
print(f'Research: {self.world.research}')
def build(self, action_time, building, villagers_from, villagers_to):
self._check_time(action_time)
self.actions[action_time].append((self.world.build,
(building,
villagers_from,
villagers_to,)))
def queue_villager(self, action_time, initial_task):
self._check_time(action_time)
self.actions[action_time].append((self.world.queue_villager,
(initial_task,)))
def assign_villager(self, action_time, old_task, new_task, count=1):
self._check_time(action_time)
self.actions[action_time].append((self.world.assign_villager,
(old_task, new_task, count,)))
def _check_time(self, action_time):
# TODO will it work if we do something at current time?
if self.world.current_time > action_time:
raise CannotChangeThePastException
def _get_next_action_time(self):
try:
next_action_time = min(self.actions.keys())
except ValueError:
next_action_time = self.end_time
return next_action_time
def _play_without_actions(self, end_time):
self.world.advance_until_time(end_time)
def _handle_actions(self):
for func, args in self.actions[self.world.current_time]:
func(*args)
del self.actions[self.world.current_time]
def play_until(self, end_time):
self.end_time = end_time
while self.world.current_time < self.end_time:
next_action_time = self._get_next_action_time()
self._play_without_actions(min(next_action_time, self.end_time))
self._handle_actions()
def __init__(self):
self.world = World()
self.actions = defaultdict(list)
self.end_time = 0

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aoe/gather.py Normal file
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from aoe.types import *
class Gather():
def __init__(self):
self.gather_rates = {
Tasks.BERRIES: {Resources.FOOD: 18.6/60},
Tasks.SHEEP: {Resources.FOOD: 19.8/60},
Tasks.BOAR: {Resources.FOOD: 24.6/60},
Tasks.HUNT: {Resources.FOOD: 24.6/60},
Tasks.FARM: {Resources.FOOD: 20/60},
Tasks.FISH_VILLAGER: {Resources.FOOD: 25.8/60},
Tasks.FISH_SHIP_SHORE: {Resources.FOOD: 16.8/60},
Tasks.FISH_SHIP_DEEP: {Resources.FOOD: 29.4/60},
Tasks.FISHTRAP: {Resources.FOOD: 21/60},
Tasks.WOOD: {Resources.WOOD: 23.4/60},
Tasks.GOLD: {Resources.GOLD: 22.8/60},
Tasks.TRADECART: {Resources.GOLD: 25.9/60},
Tasks.TRADECOG: {Resources.GOLD: 25.9/60},
Tasks.RELIC: {Resources.GOLD: 30/60},
Tasks.STONE: {Resources.STONE: 21.6/60},
Tasks.BUILD: {},
Tasks.IDLE: {},
}
self.required_gather_buildings = {
Tasks.BERRIES: [set([Buildings.MILL]),
set([Buildings.TOWNCENTER])],
Tasks.SHEEP: [set([Buildings.MILL]),
set([Buildings.TOWNCENTER])],
Tasks.BOAR: [set([Buildings.MILL]),
set([Buildings.TOWNCENTER])],
Tasks.HUNT: [set([Buildings.MILL]),
set([Buildings.TOWNCENTER])],
Tasks.FARM: [set([Buildings.FARM, Buildings.MILL]),
set([Buildings.FARM, Buildings.TOWNCENTER])],
Tasks.FISH_VILLAGER: [set([Buildings.DOCK]),
set([Buildings.MILL]),
set([Buildings.TOWNCENTER])],
Tasks.FISH_SHIP_SHORE: [set([Buildings.DOCK])],
Tasks.FISH_SHIP_DEEP: [set([Buildings.DOCK])],
Tasks.FISHTRAP: [set([Buildings.DOCK, Buildings.FISHTRAP])],
Tasks.WOOD: [set([Buildings.LUMBERCAMP]),
set([Buildings.TOWNCENTER])],
Tasks.GOLD: [set([Buildings.MININGCAMP]),
set([Buildings.TOWNCENTER])],
Tasks.TRADECART: [set([Buildings.MARKET])],
Tasks.TRADECOG: [set([Buildings.DOCK])],
#Tasks.RELIC: [set([Buildings.MONASTERY])],
Tasks.STONE: [set([Buildings.MININGCAMP]),
set([Buildings.TOWNCENTER])],
Tasks.BUILD: [],
Tasks.IDLE: [],
}
self.improved_gather_buildings = {}

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aoe/housing.py Normal file
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from collections import defaultdict
from aoe.types import *
class Housing():
def __init__(self):
self.space = defaultdict(int, {
Buildings.HOUSE: 5,
Buildings.TOWNCENTER: 5,
})

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aoe/production.py Normal file
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from aoe.types import *
class Production():
# assumes for now each unit can be built in only one type of building
def __init__(self):
self.building = {
Units.VILLAGER: Buildings.TOWNCENTER,
Units.TRADECART: Buildings.MARKET,
Units.SPEARMAN: Buildings.BARRACKS,
Units.MILITIA: Buildings.BARRACKS,
Units.SCOUT: Buildings.STABLE,
Units.KNIGHT: Buildings.STABLE,
Units.SKIRMISHER: Buildings.ARCHERYRANGE,
Units.ARCHER: Buildings.ARCHERYRANGE,
}

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aoe/times.py Normal file
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from aoe.types import *
class Times():
def __init__(self):
self.build_times = {
Ages.FEUDAL: 130,
Ages.CASTLE: 160,
Ages.IMPERIAL: 190,
Buildings.HOUSE: 25,
Buildings.LUMBERCAMP: 35,
Buildings.MILL: 35,
Buildings.FARM: 15,
Buildings.MININGCAMP: 35,
Buildings.DOCK: 35,
Buildings.BARRACKS: 50,
Buildings.PALISADEWALL: 7,
Buildings.PALISADEGATE: 30,
Buildings.TOWNCENTER: 150,
Buildings.BLACKSMITH: 40,
Buildings.WATCHTOWER: 80,
Buildings.STONEWALL: 10,
Buildings.GATE: 70,
Buildings.DONJON: 83,
Buildings.FISHTRAP: 40,
Buildings.MARKET: 60,
Buildings.ARCHERYRANGE: 50,
Buildings.STABLE: 50,
Units.VILLAGER: 25,
Units.TRADECART: 50,
Units.SPEARMAN: 22,
Units.MILITIA: 21,
Units.SCOUT: 30,
Units.KNIGHT: 30,
Units.SKIRMISHER: 22,
Units.ARCHER: 35,
}
self.exist_duration = {
Buildings.FARM: 0,
Buildings.FISHTRAP: 0,
}

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aoe/types.py Normal file
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from enum import Enum, IntEnum, auto
class Ages(IntEnum):
DARK = 0
FEUDAL = 1
CASTLE = 2
IMPERIAL = 3
class Buildings(Enum):
HOUSE = auto()
LUMBERCAMP = auto()
MILL = auto()
FARM = auto()
MININGCAMP = auto()
DOCK = auto()
BARRACKS = auto()
STABLE = auto()
ARCHERYRANGE = auto()
PALISADEWALL = auto()
PALISADEGATE = auto()
TOWNCENTER = auto()
BLACKSMITH = auto()
WATCHTOWER = auto()
STONEWALL = auto()
GATE = auto()
DONJON = auto()
FISHTRAP = auto()
MARKET = auto()
class Tasks(Enum):
BERRIES = auto()
SHEEP = auto()
BOAR = auto()
HUNT = auto()
FARM = auto()
FISH_VILLAGER = auto()
FISH_SHIP_SHORE = auto()
FISH_SHIP_DEEP = auto()
FISHTRAP = auto()
WOOD = auto()
GOLD = auto()
RELIC = auto()
TRADECART = auto()
TRADECOG = auto()
STONE = auto()
BUILD = auto()
IDLE = auto()
class Research(Enum):
DOUBLEBITAXE = auto()
BOWSAW = auto()
TWOMANSAW = auto()
HORSECOLLAR = auto()
HEAVYPLOW = auto()
CROPCYCLE = auto()
GOLDMINING = auto()
GOLDSHAFTMINING = auto()
STONEMINING = auto()
STONESHAFTMINING = auto()
'''
BLACKSMITH = 11
WATCHTOWER = 12
STONEWALL = 13
GATE = 14
DONJON = 15
FISHTRAP = 16
'''
class Resources(IntEnum):
FOOD = 0
WOOD = 1
GOLD = 2
STONE = 3
class Units(Enum):
VILLAGER = auto()
TRADECART = auto()
SPEARMAN = auto()
MILITIA = auto()
SCOUT = auto()
KNIGHT = auto()
SKIRMISHER = auto()
ARCHER = auto()

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aoe/world.py Normal file
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from collections import defaultdict, Counter
from aoe.exceptions import *
from aoe.costs import *
from aoe.dependencies import *
from aoe.gather import *
from aoe.housing import *
from aoe.production import *
from aoe.times import *
from aoe.types import *
class World():
# Creating a unit is split into three stages:
# queuing the unit
# building the unit
# adding the unit to the world
#
# Before queuing a thing, we:
# check its dependencies (research, age, etc.)
# pay its cost
# Once a thing is queued, it waits to be built.
#
# Before building a thing, we
# check for housing capacity
# check for available production buildings
# Once a thing is building, it waits to be added.
#
# We assume for now that anything that has built can be added.
#
# Note: queuing a unit is itself an event that gets added to the queue,
# 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
# TODO research
MAX_WORLD_TIME = 3*60*60 # 3 hours
def _pay_cost(self, purchase):
for i in range(len(self.resources)):
if self.resources[i] < self.costs.costs[purchase][i]:
raise NotEnoughResourcesException
for i in range(len(self.resources)):
self.resources[i] -= self.costs.costs[purchase][i]
def _check_research_dependencies(self, research):
self._check_dependencies(self.research_deps.dependencies[research])
def _check_building_dependencies(self, building):
self._check_dependencies(self.building_deps.dependencies[building])
def _check_unit_dependencies(self, unit):
self._check_dependencies(self.unit_deps.dependencies[unit])
def _check_dependencies(self, dependencies):
for dep in dependencies:
if dep not in self.buildings and \
dep not in self.research and \
not self._is_sufficient_age(dep):
raise MissingDependencyException
def _is_sufficient_age(self, age):
if type(age) == Ages and self.age >= age:
return True
return False
def _check_age_dependencies(self, age):
total_buildings = 0
for building in self.age_deps.dependencies[age].keys():
if self.has_building(building):
total_buildings += self.age_deps.dependencies[age][building]
if total_buildings < self.age_deps.dependencies_counts[age]:
raise MissingDependencyException
def buy_research(self, research):
self._check_research_dependencies(research)
self._pay_cost(research)
self._update_costs(research)
def _update_costs(self, research):
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 assign_villager(self, previous_task, new_task, count=1):
if self.villager_tasks[previous_task] < count:
raise IllegalVillagerMoveException
self._check_gather(new_task, count)
self.villager_tasks[previous_task] -= count
self.villager_tasks[new_task] += count
self._update_gather_rate(new_task)
def _check_villager_move(self, villagers_from_count):
for task, count in villagers_from_count.items():
if self.villager_tasks[task] < count:
raise IllegalVillagerMoveException
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
def build(self, building, villagers_from, villagers_to):
if type(villagers_from) == Tasks:
villagers_from = [villagers_from]
if type(villagers_to) == Tasks:
villagers_to = [villagers_to]
if len(villagers_from) != len(villagers_to):
raise ConservationOfVillagersException
villagers_from_count = Counter(villagers_from)
self._check_villager_move(villagers_from_count)
self._check_building_dependencies(building)
self._pay_cost(building)
self._move_villagers_to_build(villagers_from_count)
villagers_to_count = Counter(villagers_to)
num_villagers_building = len(villagers_from)
solo_build_time = self.build_times.build_times[building]
build_time = 3*solo_build_time/(num_villagers_building + 2)
update_time = self.current_time + build_time
self.events[update_time].append((self._add_building,
(building, villagers_to_count,)))
def _add_building(self, building, villagers_to):
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, ()))
def _remove_farm(self):
self.buildings.remove(Buildings.FARM)
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
def advance_by_time(self, duration):
self._run_clock_until(self.time + duration)
def advance_until_time(self, end_time):
self._run_clock_until_time(end_time)
def _get_next_event_time(self):
try:
next_event_time = min(self.events.keys())
except ValueError:
next_event_time = World.MAX_WORLD_TIME
return next_event_time
def _run_clock_without_events(self, end_time):
self._gather_resources_for_duration(end_time - self.current_time)
self.current_time = end_time
def _run_clock_until_time(self, end_time):
while self.current_time < end_time:
next_event_time = self._get_next_event_time()
self._run_clock_without_events(min(next_event_time, end_time))
self._handle_events()
def _get_population_space(self):
return sum([self.housing.space[building] for building in self.buildings])
def _get_effective_population(self):
return self.population + self.units_being_built
def _free_housing(self):
pop_space = self._get_population_space()
original_queue_len = len(self.production_queue)
# Assumes each unit costs 1 pop
new_builds = []
i = 0
while (self._get_effective_population() < pop_space and
i < original_queue_len):
unit = self.production_queue[i]
if self._check_production(unit):
self._build_unit(unit)
new_builds.append(i)
i += 1
self.production_queue = [self.production_queue[i]
for i in range(original_queue_len)
if i not in new_builds]
def _free_production_building_of_unit(self, unit):
building = self.production.building[unit]
self._free_production_building(building)
def _free_production_building(self, building):
self.production_available[building] += 1
# Start the next queued unit if one exists
ready_index = None
ready_unit = None
for i in range(len(self.production_queue)):
unit = self.production_queue[i]
if self.production.building[unit] == building:
ready_index = i
ready_unit = unit
break
if ready_index:
self.production_queue.remove(i)
self._build_unit(unit)
def _check_housing(self, unit):
# assumes for now that all units cost 1 pop
pop_space = sum([self.housing.space[building] for building in self.buildings])
if self._get_effective_population() >= pop_space:
raise YallGotHousedException
def _check_gather(self, task, count=1):
required = self.gather.required_gather_buildings[task]
have = set(self.buildings)
match = any(map(have.issuperset, required))
if not match:
raise GatherBuildingNotAvailableException
if task == task.FARM:
num_farms = self.buildings.count(Buildings.FARM)
if self.villager_tasks[task] + count > num_farms:
raise GatherBuildingNotAvailableException
def _check_production(self, unit):
building = self.production.building[unit]
if self.production_available[building] < 1:
raise ProductionBuildingNotAvailableException
def _use_housing_and_production(self, unit):
self._check_housing(unit)
self._check_production(unit)
building = self.production.building[unit]
self.production_available[building] -= 1
self.units_being_built += 1
def _kill_unit(self, unit, task=None):
if unit == Units.VILLAGER and not task:
raise IllegalVillagerMoveException
# assumes population of 1 for every unit
self.population -= 1
if unit == Units.VILLAGER:
self.villagers -= 1
self.villager_tasks[task] -= 1
self._update_gather_rate(task)
self._free_housing()
def _add_unit(self, unit, initial_task):
# assumes population of 1 for every unit
self.units_being_built -= 1
self.population += 1
self._free_production_building_of_unit(unit)
if unit == Units.VILLAGER:
self.villagers += 1
self.villager_tasks[Tasks.IDLE] += 1
self.assign_villager(Tasks.IDLE, initial_task)
def _build_unit(self, unit, initial_task):
try:
self._use_housing_and_production(unit)
except ProductionBuildingNotAvailableException:
self.production_queue.append(unit)
except YallGotHousedException:
pass
else:
update_time = self.current_time + self.build_times.build_times[unit]
self.events[update_time].append((self._add_unit, (unit, initial_task,)))
def queue_unit(self, unit, initial_task=None):
self._check_unit_dependencies(unit)
self._pay_cost(unit)
self._build_unit(unit, initial_task)
def queue_villager(self, initial_task):
self.queue_unit(Units.VILLAGER, initial_task)
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
def _handle_events(self):
for func, args in self.events[self.current_time]:
func(*args)
del self.events[self.current_time]
def _update_age(self, new_age):
self.age = new_age
def increase_age(self):
if self.age == Ages.IMPERIAL:
raise Exception("no.")
new_age = self.age + 1
self._check_age_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,)))
def _deal_with_civ(self):
pass # deal with any civ-specific changes
def __init__(self, civ=None):
self.civ = civ
self.age = Ages.DARK
self.villagers = 3
self.population = 4
self.resources = [200, 200, 100, 200]
self.research = []
self.buildings = [Buildings.TOWNCENTER]
self.villager_tasks = {t: 0 for t in Tasks}
self.villager_tasks[Tasks.IDLE] = self.villagers
self.units_being_built = 0
self.production_available = {b: 0 for b in Buildings}
self.production_available[Buildings.TOWNCENTER] = 1
self.production_queue = []
self.current_time = 0
self.events = defaultdict(list)
self.build_times = Times()
self.costs = Costs()
self.building_deps = BuildingDependencies()
self.age_deps = AgeDependencies()
self.research_deps = ResearchDependencies()
self.unit_deps = UnitDependencies()
self.housing = Housing()
self.production = Production()
self.gather = Gather()
self._deal_with_civ()