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runner.py
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60
runner.py
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from aoe.exceptions import *
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from aoe.types import *
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from aoe.gameplay import *
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#import ipdb; breakpoint()
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# for testing
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# TODO need to go back through old tasks when new housing is added
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# TODO wherever we test against Age, it's probably wrong
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# TODO add building to production_available when finished
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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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# Set up world
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game = Gameplay()
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# should work even before we do anything
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#game.print_status()
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game.queue_villager(5, Tasks.WOOD) # first number is time in seconds
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# should generate exception
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#game.assign_villager(40, Tasks.SHEEP, Tasks.WOOD)
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game.assign_villager(0, Tasks.IDLE, Tasks.SHEEP)
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game.assign_villager(2, Tasks.IDLE, Tasks.SHEEP, 2)
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# should generate exception
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#game.assign_villager(0, Tasks.IDLE, Tasks.SHEEP)
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# should generate exception
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#game.build(45, Buildings.STABLE, Tasks.WOOD, Tasks.IDLE)
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#game.build(45, Buildings.LUMBERCAMP, Tasks.WOOD, Tasks.IDLE)
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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.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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'''
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game.queue_unit(s1, Scout)
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'''
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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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# Evaluate game
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game.play_until(800)
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game.print_status()
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# should generate exception
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#game.assign_villager(0, Tasks.SHEEP, Tasks.WOOD)
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