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Nate Bowman
2026-07-26 20:26:36 -04:00
commit 4a014aeb50
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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()