Esempio n. 1
0
 def execute(self, game):
     maps = game.maps
     stockpile = Stockpile()
     mapProvince = maps.findProvince(self.province)
     if self.outputType == QUERY_RESOURCE_OUTPUT_ACTUAL:
         total = mapProvince.actualResourceOutput
     else:
         total = mapProvince.maxResourceOutput
     stockpile.deposit(total)
     return stockpile.toList()
Esempio n. 2
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 def execute(self, game):
     maps = game.maps
     nation = game.getPlayerNation(self.player)
     stockpile = Stockpile()
     for province in nation.provinces:
         if not nation.capitalConnected[province]:
             continue
         mapProvince = maps.findProvince(province)
         if self.outputType == QUERY_RESOURCE_OUTPUT_ACTUAL:
             total = mapProvince.actualResourceOutput
         else:
             total = mapProvince.maxResourceOutput
         stockpile.deposit(total)
     return stockpile.toList()
Esempio n. 3
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    def execute(self, game):
        player = self.player

        civilians = game.getPlayerCivilians(player)
        warehouse = game.getPlayerWarehouse(player)

        sp = warehouse.projectedStockpile(spendsUpTo=SPEND_DEVELOPMENT)
        devSpend = Stockpile()
        for id, assgn in civilians.allActiveAssignments:
            resourceCost = assgn.perTurnResourceCost(game, player)
            rc = ResourceConstraint(resourceCost)
            if rc.isSatisfied(sp):
                rc.satisfy(sp)
                devSpend.deposit(rc.resources)
                assgn.progressBlocked = False
            else:
                assgn.progressBlocked = True
                logging.info('Assignment %s blocked' % (assgn))

        warehouse.assignSpend(SPEND_DEVELOPMENT, devSpend.toList())
Esempio n. 4
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 def actualResourceOutput(self):
     stockpile = Stockpile()
     for terrainTile in self.mapTerrainTiles:
         resources = terrainTile.actualResourcesProduced
         stockpile.deposit(resources)
     return stockpile.toList()
Esempio n. 5
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class PlayerWarehouse(object):
    def __init__(self, player):
        self.player = player
        self.stockpile = Stockpile()
        self.gain = {
            GAIN_TRANSPORT: Stockpile(),
            GAIN_PRODUCTION: Stockpile(),
            GAIN_TRADE: Stockpile(),
        }
        self.spend = {
            SPEND_TRANSPORT: Stockpile(),
            SPEND_PRODUCTION: Stockpile(),
            SPEND_TRADE: Stockpile(),
            SPEND_RECRUITMENT: Stockpile(),
            SPEND_DEVELOPMENT: Stockpile(),
            SPEND_WORKER_UPKEEP: Stockpile(),
        }

    def projectedStockpile(self, gainsUpTo=None, spendsUpTo=None):
        gainList = WH_GAIN_PRIORITY[:WH_GAIN_PRIORITY.index(
            gainsUpTo)] if gainsUpTo else WH_GAIN_PRIORITY
        spendList = WH_SPEND_PRIORITY[:WH_SPEND_PRIORITY.index(spendsUpTo)] if spendsUpTo else WH_SPEND_PRIORITY
        stockpile = self.stockpile.clone()
        for gainType in gainList:
            stockpile.deposit(self.gain[gainType].toList())
        for spendType in spendList:
            stockpile.withdraw(self.spend[spendType].toList())
        return stockpile

    @property
    def balance(self):
        s = Stockpile(allowNegative=True)
        for gainType in self.gain:
            s.deposit(self.gain[gainType].toList())
        for spendType in self.spend:
            s.withdraw(self.spend[spendType].toList())
        return s

    def getGain(self, gainType):
        return self.gain[gainType]

    def getSpend(self, spendType):
        return self.spend[spendType]

    def assignGain(self, gainType, resources):
        self.gain[gainType].assign(resources)

    def assignSpend(self, spendType, resources):
        self.spend[spendType].assign(resources)

    def resetAllGains(self):
        for gainType in self.gain:
            self.resetGain(gainType)

    def resetAllSpends(self):
        for spendType in self.spend:
            self.resetSpend(spendType)

    def resetGain(self, gainType):
        self.gain[gainType].assign(Stockpile(allowNegative=True).toList())

    def resetSpend(self, spendType):
        self.spend[spendType].assign(Stockpile(allowNegative=True).toList())

    def postGain(self, gainType):
        self.stockpile.deposit(self.gain[gainType].toList())

    def postSpend(self, spendType):
        self.stockpile.withdraw(self.spend[spendType].toList())

    def getAmount(self, resourceName):
        return self.stockpile[resourceName]

    def listStockpile(self):
        return self.stockpile.toList()

    #accepts input of list of resources with quantities, returns lacking for each material
    #e.g. [(RESOURCE_IRON, 1)]
    #-> [] if sufficient, [(RESOURCE_IRON, 1)] if lacking
    def checkLacking(self, materialsWithQuants):
        lacking = []
        for material, quantity in materialsWithQuants:
            if self.stockpile[material] < quantity:
                lacking.append((material, quantity-self.stockpile[material]))
        return lacking

    def deposit(self, materialsWithQuants):
        self.stockpile.deposit(materialsWithQuants)

    def withdraw(self, materialsWithQuants):
        self.stockpile.withdraw(materialsWithQuants)