It might make logical sense. Honestly, I'm just tired of the code for World being so long.
290 lines
13 KiB
Python
290 lines
13 KiB
Python
import copy
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from aoe.types import *
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from aoe.exceptions import *
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class Gather():
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# Gathering occurs when a villager is assigned to some relevant Task.
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#
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# Each Task consumes a map resource (e.g., a boar) at some rate.
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# That rate is recorded in gather_rates.
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#
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# Map resources such as boars should not be confused with a player's
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# resource stockpile. For example, Wood as a map resource is consumed by
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# gathering, whereas the player's Wood resource amount is increased. As
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# another example, a boar is a map resource that is consumed and leads to
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# an increase in Food in the player's stockpile.
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#
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# When a Task is performed and a map resource is consumed, one or more
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# resources are added to the player's stockpile. The typical case is to
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# add one resource. E.g., when chopping wood, wood is added to the
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# player's stockpile. However, for some civs or technologies, more than one
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# resource may be gathered by a single Task. For example, there is a
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# technology that allows woodcutters to generate food as they gather wood.
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#
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# The resources gathered by a Task are recorded in gathered_resources.
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# Each Task is associated with 0 or more Resource->Int key-value pairs.
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# A Task gathers all resources associated with itself. The integer values
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# in the aforementioned pairs are multipliers. A value of 1 indicates
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# that the corresponding resource will be added to the player's stockpile
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# at the same rate that the world's resource is consumed. A higher value
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# indicates that the resource is added at a more favorable ratio to the
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# player, whereas a lower value indicates a less favorable ratio.
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#
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# To reiterate, a value in gather_rates indicates how quickly a world
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# resource is removed. It may have been better named "consumption_rates"
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# or something similar. On the other hand, to determine how quickly a
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# resource is actually added to the player's stockpile, you must consider
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# the gather rate from gather_rates *and* the corresponding multiplier from
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# gathered_resources.
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#
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# Buildings #
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#
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# Most gathering cannot be performed without one or more buildings. In
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# many cases, there are a few options for a building or set of buildings
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# that will allow the resource to be gathered. The dictionary
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# required_gather_buildings records which buildings are necessary and
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# sufficient to perform each gathering Task. For a given Task, there is a
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# corresponding list of sets. If the world contains *all* of the buildings
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# in *any* of those sets, then the Task can be performed. Otherwise, it
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# cannot.
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#
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# Varying Rates and Resource Exhaustion #
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#
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# The rate of consumption in gather_rates is not fixed over time. In
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# general, as a task is performed, the rate will either slow down or stop
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# entirely. For example, a lumber camp gets "stale" and the rate will drop
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# unless a new camp is built, and a gold mine will be exhausted and the
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# rate will effectively drop to zero until a new mine is built.
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#
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# Several data structures are involved in the implementation of this idea.
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# We assume the world at any given time has some amount of consumables
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# accessible to a player, which is stored in gatherable_amounts. This is
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# *not* the total amount of, e.g., wood available on the map. It is
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# instead the amount of, e.g., wood that can be consumed *at the current
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# rate* given the available buildings. This amount goes down as resources
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# are gathered and can go up as new buildings, such as lumber camps, are
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# built. Resources are subtracted from gatherable_amounts at a rate
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# determined by gather_rates and the number of villagers performing a Task.
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#
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# When the amount drops below 0, either the gather rate decreases (as in
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# the case of cutting wood) or that Task stops entirely (as in the case of
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# mining gold). If the rate merely decreases, the process repeats itself.
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# That is, the value in gatherable_amounts is increased, the value in
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# gather_rates is decreased, and another decrease will occur when the new
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# amount in gatherable_amounts is exhausted. The dictionary
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# gather_decrease_rates contains the multipliers by which the gather rate
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# is decreased when resource exhaustion occurs. A value of 0 indicates
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# that Task is stopped entirely.
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#
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# When a new building relevant for gathering, such as a lumber camp, is
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# created, the amount of the corresponding consumable in gatherable_amounts
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# is increased. If the gather rate was already at its original value, then
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# some fixed amount is simply added to the available consumable, which will
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# delay the next rate decrease. If the corresponding gather rate had
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# previously been decreased, that rate is reset to its ideal value. In
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# that case, the amount of available consumable is set to a value rather
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# than added to the current value because the current value was available
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# at a lower gather rate.
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#
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# A given building can provide access to various resources and may provide
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# access to more than one. For example, a mining camp could provide access
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# to gold, stone, both, or neither. The dictionary
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# buildings_gather_increase stores information about which Task or group of
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# Tasks can have their consumable amount increased when a particular
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# building is built. A user can specify which Tasks, if any, benefit from
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# a particular instance of a building, but the selected Tasks must be
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# available for that building according to buildings_gather_increase for
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# the choice to be considered valid. This is especially valuable for Town
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# Centers, which can be built near any number of resources. That same data
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# structure also stores the amount by which the relevant consumables are
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# increased (which is also the reset value for that entry of
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# gatherable_amounts in the case where a rate decrease has already
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# occurred).
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#
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# Note that gathered_resources, which contains the multipliers for
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# gather_rates and determines how much of a resource the player actually
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# receives, is not relevant for determining how quickly a resource is
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# exhausted. That calculation involves solely gatherable_amounts,
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# gather_rates, the number of villagers performing the Task, and the amount
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# of simulated time that passes.
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#
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# Known Limitations #
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#
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# There is currently no penalty for having too many villagers gathering at
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# a particular building (e.g., 100 lumberjacks at a single wood camp).
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# However, if there are not enough lumber camps, the scheduled decrease
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# will happen quickly in that case, which will help penalize it somewhat.
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#
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# We also do not put a ceiling on the amount of a world resource that can
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# be accessed. For example, we do not have a fixed amount of berries. If
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# a user continues building mills and assigning more villagers to berries,
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# they can do so indefinitely. We are trusting the user to know how many
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# resources are available on their map.
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#
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# Farming #
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#
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# Farming is a little different, and I don't feel like explaining it right
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# now.
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#
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BIG_NUMBER = 1e6
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def check_gather(self, world, task, count=1):
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if task in [Tasks.IDLE, Tasks.BUILD]:
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return
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required = self.required_gather_buildings[task]
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have = set(world.buildings)
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match = any(map(have.issuperset, required))
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if not match:
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raise GatherBuildingNotAvailableException
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if task == task.FARM:
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if world.villager_tasks[task] + count > len(world.unused_farms):
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raise GatherBuildingNotAvailableException
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def __init__(self):
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self.gather_rates = {
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Tasks.BERRIES: 18.6/60,
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Tasks.SHEEP: 19.8/60,
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Tasks.BOAR: 24.6/60,
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Tasks.HUNT: 24.6/60,
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Tasks.FARM: 20/60,
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Tasks.FISH_VILLAGER: 25.8/60,
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Tasks.FISH_SHIP_SHORE: 16.8/60,
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Tasks.FISH_SHIP_DEEP: 29.4/60,
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Tasks.FISHTRAP: 21/60,
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Tasks.WOOD: 23.4/60,
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Tasks.GOLD: 22.8/60,
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Tasks.TRADECART: 25.9/60,
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Tasks.TRADECOG: 25.9/60,
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Tasks.RELIC: 30/60,
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Tasks.STONE: 21.6/60,
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Tasks.BUILD: 0,
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Tasks.IDLE: 0,
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}
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self.original_gather_rates = copy.deepcopy(self.gather_rates)
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self.gathered_resources = {
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Tasks.BERRIES: {Resources.FOOD: 1},
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Tasks.SHEEP: {Resources.FOOD: 1},
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Tasks.BOAR: {Resources.FOOD: 1},
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Tasks.HUNT: {Resources.FOOD: 1},
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Tasks.FARM: {Resources.FOOD: 1},
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Tasks.FISH_VILLAGER: {Resources.FOOD: 1},
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Tasks.FISH_SHIP_SHORE: {Resources.FOOD: 1},
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Tasks.FISH_SHIP_DEEP: {Resources.FOOD: 1},
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Tasks.FISHTRAP: {Resources.FOOD: 1},
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Tasks.WOOD: {Resources.WOOD: 1},
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Tasks.GOLD: {Resources.GOLD: 1},
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Tasks.TRADECART: {Resources.GOLD: 1},
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Tasks.TRADECOG: {Resources.GOLD: 1},
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Tasks.RELIC: {Resources.GOLD: 1},
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Tasks.STONE: {Resources.STONE: 1},
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Tasks.BUILD: {},
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Tasks.IDLE: {},
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}
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self.required_gather_buildings = {
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Tasks.BERRIES: [set([Buildings.MILL]),
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set([Buildings.TOWNCENTER])],
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Tasks.SHEEP: [set([Buildings.MILL]),
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set([Buildings.TOWNCENTER])],
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Tasks.BOAR: [set([Buildings.MILL]),
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set([Buildings.TOWNCENTER])],
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Tasks.HUNT: [set([Buildings.MILL]),
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set([Buildings.TOWNCENTER])],
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Tasks.FARM: [set([Buildings.FARM, Buildings.MILL]),
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set([Buildings.FARM, Buildings.TOWNCENTER])],
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Tasks.FISH_VILLAGER: [set([Buildings.DOCK]),
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set([Buildings.MILL]),
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set([Buildings.TOWNCENTER])],
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Tasks.FISH_SHIP_SHORE: [set([Buildings.DOCK])],
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Tasks.FISH_SHIP_DEEP: [set([Buildings.DOCK])],
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Tasks.FISHTRAP: [set([Buildings.DOCK, Buildings.FISHTRAP])],
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Tasks.WOOD: [set([Buildings.LUMBERCAMP]),
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set([Buildings.TOWNCENTER])],
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Tasks.GOLD: [set([Buildings.MININGCAMP]),
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set([Buildings.TOWNCENTER])],
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Tasks.TRADECART: [set([Buildings.MARKET])],
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Tasks.TRADECOG: [set([Buildings.DOCK])],
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#Tasks.RELIC: [set([Buildings.MONASTERY])],
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Tasks.STONE: [set([Buildings.MININGCAMP]),
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set([Buildings.TOWNCENTER])],
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Tasks.BUILD: [],
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Tasks.IDLE: [],
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}
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self.gatherable_amounts = {
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# These will vary based on the map.
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# I am assuming Arabia with:
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# 6 forage bushes
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# 8 sheep
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# 2 boars
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# 4 deer
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Tasks.BERRIES: 6*125,
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Tasks.SHEEP: 8*100,
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Tasks.BOAR: 2*340,
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Tasks.HUNT: 4*140,
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Tasks.FARM: 0,
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# TODO next two should be shared
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Tasks.FISH_VILLAGER: 0,
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Tasks.FISH_SHIP_SHORE: 0,
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Tasks.FISH_SHIP_DEEP: 0,
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Tasks.FISHTRAP: 0,
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Tasks.WOOD: 0,
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Tasks.GOLD: 0,
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Tasks.TRADECART: Gather.BIG_NUMBER,
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Tasks.TRADECOG: Gather.BIG_NUMBER,
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Tasks.RELIC: Gather.BIG_NUMBER,
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Tasks.STONE: 0,
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}
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self.buildings_gather_increase = {
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# Made-up numbers for now
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Buildings.LUMBERCAMP: {Tasks.WOOD: 1000},
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Buildings.MILL: {Tasks.HUNT: 4*140,
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Tasks.BERRIES: 6*125},
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Buildings.MININGCAMP: {Tasks.GOLD: 4*800,
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Tasks.STONE: 4*350},
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Buildings.FARM: {Tasks.FARM: 175},
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#Buildings.DOCK: {Tasks.WOOD: 100},
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Buildings.TOWNCENTER: {Tasks.WOOD: 2000,
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Tasks.GOLD: 4*800,
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Tasks.STONE: 4*350,
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Tasks.BERRIES: 6*125,
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Tasks.HUNT: 4*140}
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#Buildings.FISHTRAP: {Tasks.WOOD: 100},
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}
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self.gather_decrease_rates = {
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# Made-up numbers for now
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Tasks.BERRIES: 0,
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Tasks.SHEEP: 0,
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Tasks.BOAR: 0,
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Tasks.HUNT: 0,
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Tasks.FARM: 0,
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Tasks.FISH_VILLAGER: 0.5,
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Tasks.FISH_SHIP_SHORE: 0.5,
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Tasks.FISH_SHIP_DEEP: 0,
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Tasks.FISHTRAP: 0,
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Tasks.WOOD: 0.85,
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Tasks.GOLD: 0,
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Tasks.TRADECART: 1,
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Tasks.TRADECOG: 1,
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Tasks.RELIC: 1,
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Tasks.STONE: 0,
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}
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