2026-10-18 13:48:56 +01:00
|
|
|
"""Guildhall rules: content tables and pure state transitions.
|
|
|
|
|
|
|
|
|
|
The whole world is one JSON-able dict. Every function takes `now` (unix
|
|
|
|
|
seconds) so the server, the tests and the dev clock drive it the same way.
|
|
|
|
|
Durations below are in game seconds; `speed` in the world config divides
|
|
|
|
|
them, so a dev world can run a week in an afternoon.
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
from __future__ import annotations
|
|
|
|
|
|
|
|
|
|
import math
|
|
|
|
|
import random
|
2026-10-19 09:42:36 +01:00
|
|
|
from datetime import date
|
2026-10-18 13:48:56 +01:00
|
|
|
|
|
|
|
|
HOUR = 3600
|
|
|
|
|
DAY = 24 * HOUR
|
|
|
|
|
OFFLINE_CAP = 24 * HOUR
|
|
|
|
|
BASE_SLOTS = 12
|
|
|
|
|
BASE_STACK = 1000
|
|
|
|
|
CLASS_SPEED = 0.8
|
|
|
|
|
LUCKY_CHANCE = 0.1
|
2026-10-18 19:54:08 +01:00
|
|
|
OVERFLOW_FAVOUR = 0.5 # favour for items a full bank spills to the city, vs. giving on purpose
|
2026-10-18 13:48:56 +01:00
|
|
|
RECON_PER_INTEL = 8
|
|
|
|
|
MAX_LOG = 200
|
2026-10-18 19:27:56 +01:00
|
|
|
REGEN_PER_HOUR = 0.25 # share of max HP recovered per game hour
|
|
|
|
|
EAT_BELOW = 0.5 # auto-eat when HP drops under this share of max
|
|
|
|
|
TOO_HURT = 0.3 # won't start a fight below this share without food
|
2026-10-18 13:48:56 +01:00
|
|
|
|
|
|
|
|
|
|
|
|
|
def _xp_table(max_level: int = 99) -> list[int]:
|
|
|
|
|
# RuneScape's curve, as Melvor uses: index = level, value = xp needed.
|
|
|
|
|
table = [0, 0]
|
|
|
|
|
points = 0
|
|
|
|
|
for level in range(1, max_level):
|
|
|
|
|
points += math.floor(level + 300 * 2 ** (level / 7))
|
|
|
|
|
table.append(points // 4)
|
|
|
|
|
return table
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
XP_TABLE = _xp_table()
|
|
|
|
|
MAX_LEVEL = len(XP_TABLE) - 1
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def level_for(xp: float) -> int:
|
|
|
|
|
level = 1
|
|
|
|
|
while level < MAX_LEVEL and XP_TABLE[level + 1] <= xp:
|
|
|
|
|
level += 1
|
|
|
|
|
return level
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
ITEMS = {
|
|
|
|
|
"stone": {"name": "Stone", "icon": "🪨", "value": 1},
|
|
|
|
|
"wheat": {"name": "Wheat", "icon": "🌾", "value": 1},
|
|
|
|
|
"vegetables": {"name": "Vegetables", "icon": "🥕", "value": 2},
|
|
|
|
|
"feathers": {"name": "Feathers", "icon": "🪶", "value": 1},
|
|
|
|
|
"raw_meat": {"name": "Raw meat", "icon": "🥩", "value": 2},
|
|
|
|
|
"arrows": {"name": "Arrows", "icon": "🏹", "value": 1},
|
|
|
|
|
"bricks": {"name": "Bricks", "icon": "🧱", "value": 3},
|
|
|
|
|
"cut_stone": {"name": "Cut stone", "icon": "🔷", "value": 5},
|
|
|
|
|
"beam": {"name": "Reinforced beam", "plural": "Reinforced beams", "icon": "🪜", "value": 25},
|
2026-10-18 19:27:56 +01:00
|
|
|
# `food` feeds that many townsfolk for two days; `heal` restores HP in a fight.
|
|
|
|
|
"bread": {"name": "Bread", "icon": "🍞", "value": 4, "food": 1, "heal": 8},
|
|
|
|
|
"cooked_meat": {"name": "Cooked meat", "icon": "🍖", "value": 5, "food": 1, "heal": 12},
|
|
|
|
|
"stew": {"name": "Stew", "icon": "🍲", "value": 10, "food": 2, "heal": 20},
|
2026-10-18 23:09:17 +01:00
|
|
|
"bones": {"name": "Bones", "icon": "🦴", "value": 1},
|
|
|
|
|
"big_bones": {"name": "Big bones", "icon": "🦴", "value": 4},
|
|
|
|
|
"dragon_bones": {"name": "Dragon bones", "icon": "🦴", "value": 15},
|
2026-10-18 22:13:50 +01:00
|
|
|
"studded_body": {"name": "Studded jerkin", "icon": "🧥", "value": 40, "slot": "body", "armour": 6,
|
|
|
|
|
"req": ["combat", 10]},
|
2026-10-18 13:48:56 +01:00
|
|
|
}
|
2026-10-18 22:13:50 +01:00
|
|
|
|
|
|
|
|
# --- tier ladders -----------------------------------------------------------
|
|
|
|
|
# Six tiers, RuneScape's metals with Melvor-ish level spacing. Each row of a
|
|
|
|
|
# ladder generates its items and recipes below; the copper and iron ids
|
|
|
|
|
# predate the ladders and are kept as they were.
|
|
|
|
|
|
|
|
|
|
TIER_LEVELS = [1, 15, 30, 45, 60, 75] # gathering / smelting level of each tier
|
|
|
|
|
EQUIP_LEVELS = [1, 10, 20, 30, 40, 50] # combat level to wear, skill level to use a tool
|
|
|
|
|
|
|
|
|
|
# key, name, ore (item id, name, icon, value), coal per bar, bar icon, bar value, smithy level, handle wood
|
|
|
|
|
METALS = [
|
|
|
|
|
("copper", "Copper", ("copper_ore", "Copper ore", "🟤", 2), 0, "🟧", 5, 0, "logs"),
|
|
|
|
|
("iron", "Iron", ("iron_ore", "Iron ore", "⚫", 4), 0, "⬛", 10, 1, "oak_logs"),
|
|
|
|
|
("steel", "Steel", None, 2, "🔲", 20, 2, "willow_logs"),
|
|
|
|
|
("mithril", "Mithril", ("mithril_ore", "Mithril ore", "🔵", 15), 3, "🟦", 40, 3, "maple_logs"),
|
|
|
|
|
("adamant", "Adamant", ("adamantite_ore", "Adamantite ore", "🟢", 30), 4, "🟩", 70, 4, "yew_logs"),
|
|
|
|
|
("rune", "Rune", ("runite_ore", "Runite ore", "💠", 55), 5, "🟪", 120, 5, "magic_logs"),
|
|
|
|
|
]
|
|
|
|
|
# piece, slot, display noun, bars, smithing level above the tier, power by tier, armour by tier
|
|
|
|
|
PIECES = [
|
|
|
|
|
("sword", "weapon", "sword", 2, 7, [4, 9, 14, 20, 27, 35], None),
|
|
|
|
|
("shield", "shield", "shield", 3, 10, [3, 6, 8, 11, 14, 18], [2, 4, 6, 9, 12, 15]),
|
|
|
|
|
("helmet", "helmet", "helmet", 2, 5, None, [2, 4, 6, 8, 11, 14]),
|
|
|
|
|
("legs", "legs", "greaves", 4, 9, None, [3, 6, 9, 12, 16, 21]),
|
|
|
|
|
("body", "body", "cuirass", 5, 11, None, [4, 8, 12, 16, 22, 28]),
|
|
|
|
|
]
|
|
|
|
|
PLURALS = {"sword": "swords", "shield": "shields", "helmet": "helmets", "greaves": "greaves", "cuirass": "cuirasses"}
|
|
|
|
|
PIECE_ICONS = {"sword": "⚔️", "shield": "🛡️", "helmet": "🪖", "legs": "🦿", "body": "🦾"}
|
|
|
|
|
COPPER_ICONS = {"sword": "🗡️", "helmet": "⛑️", "legs": "🦵", "body": "🥋"}
|
2026-10-18 19:27:56 +01:00
|
|
|
# Gathering tools: one slot per skill, `speed` cuts the action time.
|
|
|
|
|
TOOLS = {"mining": ("pickaxe", "⛏️"), "woodcutting": ("axe", "🪓"), "farming": ("hoe", ""),
|
2026-10-19 09:24:45 +01:00
|
|
|
"fishing": ("fishing rod", "🎣"), "hunting": ("hunting knife", "🔪"), "construction": ("hammer", "🔨")}
|
2026-10-18 22:13:50 +01:00
|
|
|
TOOL_SPEED = [0.15, 0.30, 0.38, 0.45, 0.52, 0.60]
|
|
|
|
|
|
|
|
|
|
# item id, name, icon, value, action id, verb
|
|
|
|
|
TREES = [
|
|
|
|
|
("logs", "Logs", "🪵", 1, "cut_logs", "Cut trees"),
|
|
|
|
|
("oak_logs", "Oak logs", "🌳", 4, "cut_oak", "Cut oaks"),
|
|
|
|
|
("willow_logs", "Willow logs", "🌿", 8, "cut_willow", "Cut willows"),
|
|
|
|
|
("maple_logs", "Maple logs", "🍁", 15, "cut_maple", "Cut maples"),
|
|
|
|
|
("yew_logs", "Yew logs", "🌲", 30, "cut_yew", "Cut yews"),
|
2026-10-19 10:19:38 +01:00
|
|
|
("magic_logs", "Enchanted logs", "🔮", 55, "cut_magic", "Cut enchanted trees"),
|
2026-10-18 22:13:50 +01:00
|
|
|
]
|
|
|
|
|
|
|
|
|
|
# raw hide (id, name, icon, value), leather (id, name, value), armour id prefix, armour name prefix,
|
|
|
|
|
# leatherworking level, armour by piece
|
|
|
|
|
LEATHERS = [
|
|
|
|
|
(("hide", "Hide", "🟫", 3), ("leather", "Leather", 5), "leather", "Leather", 1, (1, 2, 3)),
|
|
|
|
|
(("boar_hide", "Boar hide", "🐗", 8), ("hard_leather", "Hard leather", 12), "hard_leather", "Hard leather", 20, (2, 4, 6)),
|
|
|
|
|
(("bear_pelt", "Bear pelt", "🐻", 16), ("bear_leather", "Bear leather", 24), "bear_leather", "Bear leather", 35, (4, 6, 9)),
|
|
|
|
|
(("green_dragonhide", "Green dragonhide", "🐉", 35), ("green_dragon_leather", "Green dragon leather", 50),
|
|
|
|
|
"green_dhide", "Green dragonhide", 50, (6, 9, 13)),
|
|
|
|
|
(("blue_dragonhide", "Blue dragonhide", "🐲", 60), ("blue_dragon_leather", "Blue dragon leather", 85),
|
|
|
|
|
"blue_dhide", "Blue dragonhide", 65, (8, 12, 17)),
|
|
|
|
|
(("red_dragonhide", "Red dragonhide", "🔥", 100), ("red_dragon_leather", "Red dragon leather", 140),
|
|
|
|
|
"red_dhide", "Red dragonhide", 80, (10, 15, 21)),
|
|
|
|
|
]
|
|
|
|
|
# piece suffix, slot, noun, leather used, level above the tier, icon
|
|
|
|
|
LEATHER_PIECES = [("cap", "helmet", "cap", 2, 2, "🧢"), ("legs", "legs", "trousers", 3, 7, "👖"),
|
|
|
|
|
("body", "body", "jerkin", 4, 11, "🦺")]
|
|
|
|
|
|
|
|
|
|
# raw (id, name, icon, value), cooked (id, name, icon, value, heal, food), fishing level, fish action, verb
|
|
|
|
|
FISH = [
|
|
|
|
|
(("raw_shrimp", "Raw shrimp", "🦐", 1), ("cooked_shrimp", "Cooked shrimp", "🍤", 4, 10, 1), 1, "fish_shrimp", "Net shrimp"),
|
|
|
|
|
(("raw_trout", "Raw trout", "🐟", 3), ("cooked_trout", "Grilled trout", "🍢", 8, 18, 1), 15, "fish_trout", "Fly-fish trout"),
|
|
|
|
|
(("raw_salmon", "Raw salmon", "🐠", 6), ("cooked_salmon", "Baked salmon", "🍣", 14, 28, 2), 30, "fish_salmon", "Catch salmon"),
|
|
|
|
|
(("raw_eel", "Raw eel", "🐍", 10), ("smoked_eel", "Smoked eel", "🥓", 22, 40, 2), 45, "fish_eel", "Trap eels"),
|
|
|
|
|
(("raw_lobster", "Raw lobster", "🦞", 18), ("cooked_lobster", "Cooked lobster", "🍜", 35, 55, 3), 60, "fish_lobster", "Pot lobsters"),
|
|
|
|
|
(("raw_swordfish", "Raw swordfish", "🐬", 30), ("cooked_swordfish", "Grilled swordfish", "🍱", 55, 70, 3), 75, "fish_swordfish", "Harpoon swordfish"),
|
|
|
|
|
]
|
|
|
|
|
COOK_IDS = {"raw_shrimp": "cook_shrimp", "raw_trout": "cook_trout", "raw_salmon": "cook_salmon", "raw_eel": "cook_eel",
|
|
|
|
|
"raw_lobster": "cook_lobster", "raw_swordfish": "cook_swordfish"}
|
|
|
|
|
|
|
|
|
|
ITEMS["coal"] = {"name": "Coal", "icon": "🌑", "value": 6}
|
|
|
|
|
for _tier, (_key, _name, _ore, _coal, _bar_icon, _bar_value, _smithy, _wood) in enumerate(METALS):
|
|
|
|
|
if _ore:
|
|
|
|
|
ITEMS[_ore[0]] = {"name": _ore[1], "icon": _ore[2], "value": _ore[3]}
|
|
|
|
|
ITEMS[f"{_key}_bar"] = {"name": f"{_name} bar", "icon": _bar_icon, "value": _bar_value, "tier": _tier}
|
|
|
|
|
for _piece, _slot, _noun, _bars, _offset, _power, _armour in PIECES:
|
|
|
|
|
_item = {"name": f"{_name} {_noun}", "plural": f"{_name} {PLURALS[_noun]}",
|
|
|
|
|
"icon": COPPER_ICONS.get(_piece, PIECE_ICONS[_piece]) if _key == "copper" else PIECE_ICONS[_piece],
|
|
|
|
|
"value": round(_bars * _bar_value * 1.2), "slot": _slot, "tier": _tier,
|
|
|
|
|
"req": ["combat", EQUIP_LEVELS[_tier]]}
|
|
|
|
|
if _power:
|
|
|
|
|
_item["power"] = _power[_tier]
|
|
|
|
|
if _armour:
|
|
|
|
|
_item["armour"] = _armour[_tier]
|
|
|
|
|
ITEMS[f"{_key}_{_piece}"] = {k: v for k, v in _item.items() if v is not None}
|
|
|
|
|
for _skill, (_tool, _icon) in TOOLS.items():
|
|
|
|
|
ITEMS[f"{_key}_{_tool.replace(' ', '_')}"] = {
|
|
|
|
|
"name": f"{_name} {_tool}", "icon": _icon, "value": round(2 * _bar_value * 1.4), "tier": _tier,
|
|
|
|
|
"slot": f"tool_{_skill}", "tool": _skill, "speed": TOOL_SPEED[_tier], "req": [_skill, EQUIP_LEVELS[_tier]],
|
|
|
|
|
}
|
2026-10-19 09:24:45 +01:00
|
|
|
PLANKS = [("plank", "Plank"), ("oak_plank", "Oak plank"), ("willow_plank", "Willow plank"),
|
2026-10-19 10:19:38 +01:00
|
|
|
("maple_plank", "Maple plank"), ("yew_plank", "Yew plank"), ("magic_plank", "Enchanted plank")]
|
2026-10-19 09:24:45 +01:00
|
|
|
for (_log, _name, _icon, _value, _action_id, _verb), (_plank, _plank_name) in zip(TREES, PLANKS):
|
2026-10-18 22:13:50 +01:00
|
|
|
ITEMS[_log] = {"name": _name, "icon": _icon, "value": _value}
|
2026-10-19 09:24:45 +01:00
|
|
|
ITEMS[_plank] = {"name": _plank_name, "icon": "🪚", "value": _value * 2 + 1}
|
2026-10-18 22:13:50 +01:00
|
|
|
for _tier, (_raw, _leather, _prefix, _label, _level, _armour) in enumerate(LEATHERS):
|
|
|
|
|
ITEMS[_raw[0]] = {"name": _raw[1], "icon": _raw[2], "value": _raw[3]}
|
|
|
|
|
ITEMS[_leather[0]] = {"name": _leather[1], "icon": "🪢", "value": _leather[2]}
|
|
|
|
|
for (_suffix, _slot, _noun, _used, _offset, _icon), _points in zip(LEATHER_PIECES, _armour):
|
|
|
|
|
ITEMS[f"{_prefix}_{_suffix}"] = {
|
|
|
|
|
"name": f"{_label} {_noun}", "icon": _icon, "value": round(_used * _leather[2] * 1.3),
|
|
|
|
|
"slot": _slot, "armour": _points, "tier": _tier, "req": ["combat", EQUIP_LEVELS[_tier]],
|
2026-10-18 19:27:56 +01:00
|
|
|
}
|
2026-10-18 22:13:50 +01:00
|
|
|
if _noun == "trousers":
|
|
|
|
|
ITEMS[f"{_prefix}_{_suffix}"]["plural"] = ITEMS[f"{_prefix}_{_suffix}"]["name"]
|
|
|
|
|
for _raw, _cooked, _level, _action_id, _verb in FISH:
|
|
|
|
|
ITEMS[_raw[0]] = {"name": _raw[1], "icon": _raw[2], "value": _raw[3]}
|
|
|
|
|
ITEMS[_cooked[0]] = {"name": _cooked[1], "icon": _cooked[2], "value": _cooked[3], "heal": _cooked[4], "food": _cooked[5]}
|
|
|
|
|
|
2026-10-18 23:12:57 +01:00
|
|
|
# --- herblore -------------------------------------------------------------------
|
|
|
|
|
# Herbs from Farming, brewed with a secondary into potions with charges. One
|
|
|
|
|
# potion per skill at a time, as in Melvor; each action in that skill uses a
|
|
|
|
|
# charge, and an empty potion is replaced from the bank if there's another.
|
|
|
|
|
|
|
|
|
|
# id, name, icon, farming level, seconds, xp, value
|
|
|
|
|
HERBS = [
|
|
|
|
|
("guam_leaf", "Guam leaf", "🍀", 5, 45, 12, 3),
|
|
|
|
|
("marrentill", "Marrentill", "🌼", 15, 50, 20, 5),
|
|
|
|
|
("tarromin", "Tarromin", "🌺", 25, 55, 30, 8),
|
|
|
|
|
("harralander", "Harralander", "🌻", 35, 60, 42, 12),
|
|
|
|
|
("ranarr", "Ranarr", "🪻", 45, 65, 55, 18),
|
|
|
|
|
("snapdragon", "Snapdragon", "🌸", 60, 70, 75, 28),
|
|
|
|
|
]
|
|
|
|
|
POTION_CHARGES = 50
|
|
|
|
|
# id, name, herblore level, herb, secondary, skill, effect
|
|
|
|
|
POTIONS = [
|
2026-10-19 09:20:13 +01:00
|
|
|
("trackers_tincture", "Tracker's tincture", 1, "guam_leaf", "feathers", "hunting", {"speed": 0.2}),
|
2026-10-18 23:12:57 +01:00
|
|
|
("lumberjacks_tonic", "Lumberjack's tonic", 6, "guam_leaf", "logs", "woodcutting", {"speed": 0.2}),
|
|
|
|
|
("strength_potion", "Strength potion", 10, "guam_leaf", "bones", "combat", {"power": 6}),
|
|
|
|
|
("anglers_brew", "Angler's brew", 15, "marrentill", "raw_shrimp", "fishing", {"speed": 0.2}),
|
|
|
|
|
("prospectors_draught", "Prospector's draught", 18, "marrentill", "copper_ore", "mining", {"double": 0.15}),
|
|
|
|
|
("growth_potion", "Growth potion", 20, "marrentill", "wheat", "farming", {"speed": 0.2}),
|
|
|
|
|
("defence_potion", "Defence potion", 25, "tarromin", "iron_ore", "combat", {"reduce": 0.15}),
|
|
|
|
|
("chefs_spice", "Chef's spice", 28, "tarromin", "vegetables", "cooking", {"keep": 0.15}),
|
|
|
|
|
("bonedust_tonic", "Bonedust tonic", 30, "tarromin", "big_bones", "prayer", {"bones": 0.5}),
|
|
|
|
|
("smiths_focus", "Smith's focus", 35, "harralander", "coal", "smithing", {"keep": 0.15}),
|
|
|
|
|
("masons_patience", "Mason's patience", 38, "harralander", "cut_stone", "masonry", {"keep": 0.15}),
|
|
|
|
|
("tanners_oil", "Tanner's oil", 40, "harralander", "raw_meat", "leatherworking", {"keep": 0.15}),
|
|
|
|
|
("regeneration_potion", "Regeneration potion", 45, "ranarr", "cooked_trout", "combat", {"heal": 4}),
|
|
|
|
|
("super_strength", "Super strength", 50, "ranarr", "dragon_bones", "combat", {"power": 14}),
|
|
|
|
|
("super_defence", "Super defence", 60, "snapdragon", "blue_dragonhide", "combat", {"reduce": 0.30}),
|
|
|
|
|
]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def describe_potion(skill: str, effect: dict) -> str:
|
|
|
|
|
name = "combat" if skill == "combat" else skill
|
|
|
|
|
if "speed" in effect:
|
|
|
|
|
return f"{name.title()} {round(effect['speed'] * 100)}% faster"
|
|
|
|
|
if "double" in effect:
|
|
|
|
|
return f"{name.title()}: {round(effect['double'] * 100)}% chance of double yield"
|
|
|
|
|
if "keep" in effect:
|
|
|
|
|
return f"{name.title()}: {round(effect['keep'] * 100)}% chance to keep your materials"
|
|
|
|
|
if "bones" in effect:
|
|
|
|
|
return f"+{round(effect['bones'] * 100)}% prayer points and devotion from bones"
|
|
|
|
|
if "power" in effect:
|
|
|
|
|
return f"+{effect['power']} combat power"
|
|
|
|
|
if "reduce" in effect:
|
|
|
|
|
return f"-{round(effect['reduce'] * 100)}% damage taken in fights"
|
|
|
|
|
return f"Heals {effect['heal']} HP every fight"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
for _id, _name, _icon, _level, _time, _xp, _value in HERBS:
|
|
|
|
|
ITEMS[_id] = {"name": _name, "icon": _icon, "value": _value}
|
|
|
|
|
for _id, _name, _level, _herb, _second, _skill, _effect in POTIONS:
|
|
|
|
|
ITEMS[_id] = {"name": _name, "icon": "⚗️" if _skill == "combat" else "🧪",
|
|
|
|
|
"value": ITEMS[_herb]["value"] * 3 + ITEMS[_second]["value"],
|
|
|
|
|
"potion": {"skill": _skill, **_effect, "text": describe_potion(_skill, _effect)}}
|
|
|
|
|
|
2026-10-18 19:27:56 +01:00
|
|
|
# What the city eats first: plain food before the good stuff.
|
2026-10-18 22:13:50 +01:00
|
|
|
FOOD_ORDER = tuple(sorted((item for item, spec in ITEMS.items() if "food" in spec), key=lambda i: ITEMS[i]["heal"]))
|
2026-10-18 19:27:56 +01:00
|
|
|
EQUIP_SLOTS = ["weapon", "shield", "helmet", "body", "legs"] + [f"tool_{skill}" for skill in TOOLS]
|
2026-10-18 13:48:56 +01:00
|
|
|
|
|
|
|
|
SKILLS = [
|
|
|
|
|
{"id": "mining", "name": "Mining", "icon": "⛏️", "group": "Gathering"},
|
|
|
|
|
{"id": "woodcutting", "name": "Woodcutting", "icon": "🪓", "group": "Gathering"},
|
|
|
|
|
{"id": "farming", "name": "Farming", "icon": "🌱", "group": "Gathering"},
|
|
|
|
|
{"id": "hunting", "name": "Hunting", "icon": "🦌", "group": "Gathering"},
|
2026-10-18 19:27:56 +01:00
|
|
|
{"id": "fishing", "name": "Fishing", "icon": "🎣", "group": "Gathering"},
|
2026-10-18 13:48:56 +01:00
|
|
|
{"id": "smithing", "name": "Smithing", "icon": "🔨", "group": "Crafting"},
|
|
|
|
|
{"id": "masonry", "name": "Masonry", "icon": "🧱", "group": "Crafting"},
|
2026-10-19 09:24:45 +01:00
|
|
|
{"id": "construction", "name": "Construction", "icon": "🏗️", "group": "Crafting"},
|
2026-10-18 13:48:56 +01:00
|
|
|
{"id": "cooking", "name": "Cooking", "icon": "🍳", "group": "Crafting"},
|
2026-10-18 19:27:56 +01:00
|
|
|
{"id": "leatherworking", "name": "Leatherworking", "icon": "🪡", "group": "Crafting"},
|
2026-10-18 23:12:57 +01:00
|
|
|
{"id": "herblore", "name": "Herblore", "icon": "🧪", "group": "Crafting"},
|
2026-10-18 13:48:56 +01:00
|
|
|
{"id": "combat", "name": "Combat", "icon": "⚔️", "group": "Combat"},
|
2026-10-18 23:09:17 +01:00
|
|
|
{"id": "prayer", "name": "Prayer", "icon": "🙏", "group": "Combat"},
|
2026-10-18 13:48:56 +01:00
|
|
|
{"id": "reconnaissance", "name": "Reconnaissance", "icon": "🔭", "group": "Signature", "class": "scout"},
|
|
|
|
|
]
|
|
|
|
|
SKILL_IDS = [skill["id"] for skill in SKILLS]
|
2026-10-18 19:27:56 +01:00
|
|
|
GATHERING = {"mining", "woodcutting", "farming", "hunting", "fishing"}
|
2026-10-18 23:12:57 +01:00
|
|
|
CRAFTING = {"smithing", "masonry", "cooking", "leatherworking", "herblore"}
|
2026-10-18 19:27:56 +01:00
|
|
|
SURVEYED = {"mining", "woodcutting", "farming"} # what the pioneer's double yield applies to
|
2026-10-18 13:48:56 +01:00
|
|
|
|
|
|
|
|
CLASSES = {
|
|
|
|
|
"warrior": {
|
|
|
|
|
"name": "Warrior", "icon": "🛡️", "fast": ["combat"],
|
|
|
|
|
"bonus": "Combat actions 20% faster",
|
|
|
|
|
"signature": "Command: counts for half again as much in the garrison",
|
|
|
|
|
},
|
|
|
|
|
"scout": {
|
2026-10-18 19:27:56 +01:00
|
|
|
"name": "Scout", "icon": "🏹", "fast": ["hunting", "fishing", "reconnaissance"],
|
|
|
|
|
"bonus": "Hunting and fishing 20% faster",
|
2026-10-18 13:48:56 +01:00
|
|
|
"signature": "Reconnaissance: scout the roads to sharpen intel on what's coming",
|
|
|
|
|
},
|
|
|
|
|
"artisan": {
|
2026-10-18 19:27:56 +01:00
|
|
|
"name": "Artisan", "icon": "⚒️", "fast": ["smithing", "masonry", "cooking", "leatherworking"],
|
|
|
|
|
"bonus": "Smithing, masonry, cooking and leatherworking 20% faster",
|
2026-10-18 13:48:56 +01:00
|
|
|
"signature": "Masterwork: 1 in 10 crafts makes double",
|
|
|
|
|
},
|
|
|
|
|
"pioneer": {
|
2026-10-19 09:24:45 +01:00
|
|
|
"name": "Pioneer", "icon": "🧭", "fast": ["mining", "woodcutting", "farming", "construction"],
|
|
|
|
|
"bonus": "Mining, woodcutting, farming and construction 20% faster",
|
2026-10-18 13:48:56 +01:00
|
|
|
"signature": "Surveying: 1 in 10 gathers yields double",
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _action(id, skill, name, level, time, xp, inputs=None, outputs=None, **extra):
|
|
|
|
|
return {"id": id, "skill": skill, "name": name, "level": level, "time": time, "xp": xp,
|
|
|
|
|
"inputs": inputs or {}, "outputs": outputs or {}, **extra}
|
|
|
|
|
|
|
|
|
|
|
2026-10-18 22:13:50 +01:00
|
|
|
def _tiered_actions() -> list[dict]:
|
|
|
|
|
"""Mining, woodcutting, smelting, smithing, tanning and leatherworking for every tier."""
|
|
|
|
|
actions = []
|
|
|
|
|
ore_xp = [7, 15, 30, 40, 55, 75]
|
|
|
|
|
ore_time = [25, 35, 50, 55, 65, 80]
|
|
|
|
|
bar_xp = [6, 14, 22, 32, 44, 58]
|
|
|
|
|
piece_xp = [6, 13, 20, 28, 37, 48] # per bar used
|
|
|
|
|
for tier, (key, name, ore, coal, _icon, _value, smithy, wood) in enumerate(METALS):
|
|
|
|
|
if ore:
|
|
|
|
|
actions.append(_action(f"mine_{key}" if key in ("copper", "iron") else f"mine_{ore[0].removesuffix('_ore')}",
|
|
|
|
|
"mining", f"Mine {ore[1].removesuffix(' ore').lower()}", TIER_LEVELS[tier],
|
|
|
|
|
ore_time[tier], ore_xp[tier], outputs={ore[0]: 1}))
|
|
|
|
|
if tier == 2:
|
|
|
|
|
actions.append(_action("mine_coal", "mining", "Mine coal", 30, 40, 22, outputs={"coal": 1}))
|
|
|
|
|
city = {"smithy": smithy} if smithy else {}
|
|
|
|
|
inputs = {"iron_ore" if key == "steel" else ore[0]: 1}
|
|
|
|
|
inputs.update({"coal": coal} if coal else {"logs": 1})
|
|
|
|
|
actions.append(_action(f"smith_{key}_bar", "smithing", f"{name} bar", TIER_LEVELS[tier], 20 + 4 * tier,
|
|
|
|
|
bar_xp[tier], inputs, {f"{key}_bar": 1}, group="Bars",
|
|
|
|
|
city={"smithy": smithy} if tier >= 2 else {}))
|
|
|
|
|
for piece, _slot, noun, bars, offset, _power, _armour in PIECES:
|
|
|
|
|
actions.append(_action(f"smith_{key}_{piece}", "smithing", f"{name} {noun}", TIER_LEVELS[tier] + offset,
|
|
|
|
|
25 + 5 * bars + 2 * tier, bars * piece_xp[tier], {f"{key}_bar": bars},
|
|
|
|
|
{f"{key}_{piece}": 1}, group=name, city=city))
|
|
|
|
|
for tool, _icon in TOOLS.values():
|
|
|
|
|
tool_id = f"{key}_{tool.replace(' ', '_')}"
|
|
|
|
|
actions.append(_action(f"smith_{tool_id}", "smithing", f"{name} {tool}", TIER_LEVELS[tier] + 3,
|
|
|
|
|
30 + 2 * tier, 2 * piece_xp[tier], {f"{key}_bar": 2, wood: 1}, {tool_id: 1},
|
|
|
|
|
group=name, city=city))
|
|
|
|
|
for tier, (log, _name, _icon, _value, action_id, verb) in enumerate(TREES):
|
|
|
|
|
actions.append(_action(action_id, "woodcutting", verb, TIER_LEVELS[tier], [20, 35, 40, 50, 60, 75][tier],
|
|
|
|
|
[5, 15, 24, 36, 52, 75][tier], outputs={log: 1}))
|
|
|
|
|
for tier, (raw, leather, prefix, label, level, _armour) in enumerate(LEATHERS):
|
|
|
|
|
actions.append(_action("tan_leather" if tier == 0 else f"tan_{leather[0]}", "leatherworking",
|
|
|
|
|
f"Tan {leather[1].lower()}", level, 25 + 3 * tier, bar_xp[tier],
|
|
|
|
|
{raw[0]: 1}, {leather[0]: 1}, group="Tanning"))
|
|
|
|
|
for suffix, _slot, noun, used, offset, _icon in LEATHER_PIECES:
|
|
|
|
|
actions.append(_action(f"lw_{suffix}" if tier == 0 else f"lw_{prefix}_{suffix}", "leatherworking",
|
|
|
|
|
f"{label} {noun}", level + offset, 25 + 5 * used + 2 * tier, used * piece_xp[tier],
|
|
|
|
|
{leather[0]: used}, {f"{prefix}_{suffix}": 1}, group=label))
|
|
|
|
|
for raw, cooked, level, fish_id, verb in FISH:
|
|
|
|
|
tier = TIER_LEVELS.index(level) if level in TIER_LEVELS else 3
|
|
|
|
|
actions.append(_action(fish_id, "fishing", verb, level, [25, 35, 45, 55, 65, 80][tier],
|
|
|
|
|
[6, 15, 28, 45, 62, 85][tier], outputs={raw[0]: 1}))
|
|
|
|
|
actions.append(_action(COOK_IDS[raw[0]], "cooking", cooked[1], level, [20, 30, 35, 40, 45, 50][tier],
|
|
|
|
|
[6, 15, 27, 42, 58, 80][tier], {raw[0]: 1, "logs": 1}, {cooked[0]: 1}))
|
|
|
|
|
return actions
|
|
|
|
|
|
|
|
|
|
|
2026-10-18 13:48:56 +01:00
|
|
|
ACTIONS = [
|
|
|
|
|
_action("mine_stone", "mining", "Quarry stone", 1, 20, 5, outputs={"stone": 1}),
|
|
|
|
|
_action("farm_wheat", "farming", "Grow wheat", 1, 25, 6, outputs={"wheat": 2}),
|
|
|
|
|
_action("farm_veg", "farming", "Grow vegetables", 12, 35, 13, outputs={"vegetables": 2}),
|
2026-10-18 23:12:57 +01:00
|
|
|
*[_action(f"grow_{herb}", "farming", f"Grow {name.lower()}", level, seconds, xp, outputs={herb: 1})
|
|
|
|
|
for herb, name, _icon, level, seconds, xp, _value in HERBS],
|
|
|
|
|
*[_action(f"brew_{potion}", "herblore", name, level, 30 + level // 3, round(4 + level * 1.6),
|
|
|
|
|
{herb: 1, second: 1}, {potion: 1}, group="Combat potions" if skill == "combat" else "Skill potions")
|
|
|
|
|
for potion, name, level, herb, second, skill, _effect in POTIONS],
|
2026-10-18 13:48:56 +01:00
|
|
|
_action("hunt_birds", "hunting", "Snare birds", 1, 25, 6, outputs={"feathers": 3}),
|
|
|
|
|
_action("hunt_deer", "hunting", "Hunt deer", 8, 40, 13, outputs={"raw_meat": 2, "hide": 1}),
|
2026-10-18 22:13:50 +01:00
|
|
|
_action("hunt_boar", "hunting", "Hunt boar", 25, 50, 30, outputs={"raw_meat": 2, "boar_hide": 1}),
|
|
|
|
|
_action("hunt_bear", "hunting", "Hunt bears", 40, 60, 48, outputs={"raw_meat": 3, "bear_pelt": 1}),
|
|
|
|
|
*_tiered_actions(),
|
2026-10-18 19:27:56 +01:00
|
|
|
_action("smith_arrows", "smithing", "Arrows", 5, 30, 10,
|
2026-10-18 22:13:50 +01:00
|
|
|
{"copper_bar": 1, "logs": 1, "feathers": 2}, {"arrows": 15}, group="Bars"),
|
2026-10-18 19:27:56 +01:00
|
|
|
_action("lw_studded", "leatherworking", "Studded jerkin", 25, 50, 40,
|
2026-10-18 22:13:50 +01:00
|
|
|
{"leather": 4, "iron_bar": 1}, {"studded_body": 1}, group="Leather"),
|
2026-10-19 09:24:45 +01:00
|
|
|
_action("labour", "construction", "Work on the building site", 1, 30, 10, special="labour"),
|
|
|
|
|
*[_action(f"saw_{plank}", "construction", f"Saw {name.lower()}s", TIER_LEVELS[tier], 25 + 3 * tier,
|
|
|
|
|
[6, 14, 22, 32, 44, 58][tier], {TREES[tier][0]: 2}, {plank: 1}, group="Planks")
|
|
|
|
|
for tier, (plank, name) in enumerate(PLANKS)],
|
2026-10-18 13:48:56 +01:00
|
|
|
_action("mason_bricks", "masonry", "Bricks", 1, 25, 6, {"stone": 2, "logs": 1}, {"bricks": 2}),
|
|
|
|
|
_action("mason_cut_stone", "masonry", "Cut stone", 10, 30, 12, {"stone": 3}, {"cut_stone": 1}),
|
|
|
|
|
_action("mason_beam", "masonry", "Reinforced beam", 20, 45, 30,
|
|
|
|
|
{"oak_logs": 2, "iron_bar": 1}, {"beam": 1}),
|
|
|
|
|
_action("cook_bread", "cooking", "Bread", 1, 20, 5, {"wheat": 2, "logs": 1}, {"bread": 1}),
|
|
|
|
|
_action("cook_meat", "cooking", "Cooked meat", 5, 20, 7, {"raw_meat": 1, "logs": 1}, {"cooked_meat": 1}),
|
|
|
|
|
_action("cook_stew", "cooking", "Stew", 15, 35, 16,
|
|
|
|
|
{"raw_meat": 1, "vegetables": 2, "logs": 1}, {"stew": 2}),
|
2026-10-18 19:27:56 +01:00
|
|
|
_action("fight_wolves", "combat", "Wolves in the woods", 1, 60, 14, difficulty=2, damage=2, gold=2,
|
2026-10-18 23:09:17 +01:00
|
|
|
drops=[["raw_meat", 1, 0.6], ["hide", 1, 0.5], ["bones", 1, 1.0]]),
|
2026-10-18 19:27:56 +01:00
|
|
|
_action("fight_scouts", "combat", "Bandit scouts", 10, 75, 30, difficulty=14, damage=6, gold=10,
|
2026-10-18 23:09:17 +01:00
|
|
|
drops=[["copper_bar", 1, 0.3], ["arrows", 5, 0.4], ["bones", 1, 1.0]]),
|
2026-10-18 19:27:56 +01:00
|
|
|
_action("fight_ruins", "combat", "Watchtower ruins", 25, 90, 60, difficulty=30, damage=14, gold=25,
|
2026-10-18 23:09:17 +01:00
|
|
|
drops=[["iron_bar", 1, 0.4], ["iron_sword", 1, 0.03], ["big_bones", 1, 0.8]]),
|
2026-10-18 19:27:56 +01:00
|
|
|
_action("fight_stronghold", "combat", "Bandit stronghold", 40, 105, 95, difficulty=50, damage=25, gold=60,
|
2026-10-18 23:09:17 +01:00
|
|
|
drops=[["steel_bar", 1, 0.4], ["coal", 3, 0.5], ["iron_shield", 1, 0.04], ["big_bones", 1, 1.0]]),
|
2026-10-18 22:13:50 +01:00
|
|
|
_action("fight_green_dragon", "combat", "Green dragon", 50, 120, 135, difficulty=90, damage=30, gold=80,
|
2026-10-18 23:09:17 +01:00
|
|
|
drops=[["green_dragonhide", 1, 0.9], ["mithril_ore", 2, 0.3], ["dragon_bones", 1, 1.0]]),
|
2026-10-18 22:13:50 +01:00
|
|
|
_action("fight_blue_dragon", "combat", "Blue dragon", 62, 130, 175, difficulty=115, damage=40, gold=110,
|
2026-10-18 23:09:17 +01:00
|
|
|
drops=[["blue_dragonhide", 1, 0.9], ["adamantite_ore", 2, 0.3], ["dragon_bones", 1, 1.0]]),
|
2026-10-18 22:13:50 +01:00
|
|
|
_action("fight_red_dragon", "combat", "Red dragon", 75, 140, 220, difficulty=140, damage=52, gold=150,
|
2026-10-18 23:09:17 +01:00
|
|
|
drops=[["red_dragonhide", 1, 0.9], ["runite_ore", 1, 0.25], ["dragon_bones", 1, 1.0]]),
|
2026-10-18 22:13:50 +01:00
|
|
|
_action("fight_black_dragon", "combat", "Black dragon", 85, 150, 280, difficulty=165, damage=65, gold=220,
|
2026-10-18 23:09:17 +01:00
|
|
|
drops=[["red_dragonhide", 2, 0.9], ["rune_bar", 1, 0.1], ["dragon_bones", 2, 1.0]]),
|
2026-10-18 19:27:56 +01:00
|
|
|
_action("sabotage", "combat", "Sabotage the bandit camp", 10, 120, 35, difficulty=12, damage=10,
|
2026-10-18 13:48:56 +01:00
|
|
|
special="sabotage"),
|
2026-10-18 23:09:17 +01:00
|
|
|
_action("bury_bones", "prayer", "Bury bones", 1, 10, 4, {"bones": 1}, special="bury", pp=2),
|
|
|
|
|
_action("bury_big_bones", "prayer", "Bury big bones", 15, 10, 15, {"big_bones": 1}, special="bury", pp=6),
|
|
|
|
|
_action("bury_dragon_bones", "prayer", "Bury dragon bones", 40, 12, 72, {"dragon_bones": 1}, special="bury", pp=20),
|
|
|
|
|
_action("offer_bones", "prayer", "Offer bones at the temple", 1, 12, 7, {"bones": 1}, special="offer",
|
|
|
|
|
devotion=2, city={"temple": 1}),
|
|
|
|
|
_action("offer_big_bones", "prayer", "Offer big bones", 15, 12, 25, {"big_bones": 1}, special="offer",
|
|
|
|
|
devotion=6, city={"temple": 1}),
|
|
|
|
|
_action("offer_dragon_bones", "prayer", "Offer dragon bones", 40, 14, 110, {"dragon_bones": 1}, special="offer",
|
|
|
|
|
devotion=20, city={"temple": 2}),
|
2026-10-18 13:48:56 +01:00
|
|
|
_action("recon_roads", "reconnaissance", "Scout the roads", 1, 60, 12, special="recon", recon=1),
|
|
|
|
|
_action("recon_camps", "reconnaissance", "Shadow the war bands", 15, 90, 28, special="recon", recon=2),
|
|
|
|
|
]
|
|
|
|
|
ACTION_BY_ID = {action["id"]: action for action in ACTIONS}
|
|
|
|
|
|
|
|
|
|
BUILDINGS = {
|
|
|
|
|
"houses": {
|
2026-10-18 19:20:52 +01:00
|
|
|
"name": "Houses", "icon": "🏠", "max": 8, "gold": 200,
|
2026-10-18 13:48:56 +01:00
|
|
|
"base": {"logs": 600, "bricks": 300}, "advanced": {"oak_logs": 200},
|
2026-10-19 09:24:45 +01:00
|
|
|
"late": {"willow_logs": 150, "oak_plank": 60}, "final": {"maple_logs": 100, "willow_plank": 60},
|
2026-10-18 19:20:52 +01:00
|
|
|
"effect": "Room for 20 more people per level",
|
2026-10-18 13:48:56 +01:00
|
|
|
},
|
|
|
|
|
"walls": {
|
|
|
|
|
"name": "Walls", "icon": "🏰", "max": 5, "gold": 300,
|
|
|
|
|
"base": {"stone": 1200, "bricks": 500}, "advanced": {"cut_stone": 300, "beam": 40},
|
2026-10-19 09:24:45 +01:00
|
|
|
"late": {"steel_bar": 60, "oak_plank": 40}, "final": {"mithril_bar": 40, "maple_plank": 40},
|
2026-10-18 13:48:56 +01:00
|
|
|
"effect": "+20 defence per level, and raiders carry off less",
|
|
|
|
|
},
|
|
|
|
|
"barracks": {
|
|
|
|
|
"name": "Barracks", "icon": "⛺", "max": 5, "gold": 300,
|
|
|
|
|
"base": {"logs": 600, "bricks": 400, "copper_sword": 20}, "advanced": {"iron_sword": 15},
|
2026-10-19 09:24:45 +01:00
|
|
|
"late": {"steel_sword": 10, "oak_plank": 50}, "final": {"mithril_sword": 6, "willow_plank": 50},
|
2026-10-18 13:48:56 +01:00
|
|
|
"effect": "Trains townsfolk as militia: more defence per citizen",
|
|
|
|
|
},
|
|
|
|
|
"smithy": {
|
2026-10-18 22:13:50 +01:00
|
|
|
"name": "Smithy", "icon": "⚒️", "max": 5, "gold": 250,
|
2026-10-18 13:48:56 +01:00
|
|
|
"base": {"stone": 500, "logs": 600, "copper_bar": 150}, "advanced": {"iron_bar": 150},
|
2026-10-19 09:24:45 +01:00
|
|
|
"late": {"steel_bar": 80, "oak_plank": 40}, "final": {"mithril_bar": 60, "maple_plank": 40},
|
2026-10-18 22:13:50 +01:00
|
|
|
"effect": "Smithing 8% faster per level; each level unlocks a metal: iron, steel, mithril, adamant, rune",
|
2026-10-18 13:48:56 +01:00
|
|
|
},
|
2026-10-18 23:09:17 +01:00
|
|
|
"temple": {
|
|
|
|
|
"name": "Temple", "icon": "⛪", "max": 3, "gold": 300,
|
|
|
|
|
"base": {"stone": 800, "bricks": 400, "cut_stone": 100}, "advanced": {"beam": 20},
|
2026-10-19 09:24:45 +01:00
|
|
|
"late": {"willow_logs": 150, "oak_plank": 60},
|
2026-10-18 23:09:17 +01:00
|
|
|
"effect": "Offerings ward the city in raids; +1 prayer point per bone buried and +25% devotion per level",
|
|
|
|
|
},
|
2026-10-19 09:34:18 +01:00
|
|
|
"granary": {
|
|
|
|
|
"name": "Granary", "icon": "🌾", "max": 3, "gold": 150,
|
|
|
|
|
"base": {"logs": 400, "bricks": 200, "plank": 60}, "advanced": {"cut_stone": 80},
|
|
|
|
|
"late": {"oak_plank": 60},
|
|
|
|
|
"effect": "Protects a quarter of the food from locusts and rats per level",
|
|
|
|
|
},
|
|
|
|
|
"lumber_shed": {
|
|
|
|
|
"name": "Lumber shed", "icon": "🪵", "max": 3, "gold": 120,
|
|
|
|
|
"base": {"logs": 300, "stone": 200, "plank": 80}, "advanced": {"oak_plank": 60},
|
|
|
|
|
"late": {"willow_plank": 40},
|
|
|
|
|
"effect": "Keeps a quarter of the stored wood safe from rot per level",
|
|
|
|
|
},
|
|
|
|
|
"well": {
|
|
|
|
|
"name": "Well", "icon": "🪣", "max": 3, "gold": 120,
|
|
|
|
|
"base": {"stone": 500, "bricks": 150}, "advanced": {"cut_stone": 80},
|
|
|
|
|
"late": {"oak_plank": 40},
|
|
|
|
|
"effect": "Each level cuts fire losses by a quarter and may save the building",
|
|
|
|
|
},
|
2026-10-18 13:48:56 +01:00
|
|
|
"spymaster": {
|
|
|
|
|
"name": "Spymaster's guild", "icon": "🕵️", "max": 3, "gold": 400,
|
|
|
|
|
"base": {"logs": 500, "bricks": 300, "hide": 100, "feathers": 300}, "advanced": {"cut_stone": 150},
|
2026-10-19 09:24:45 +01:00
|
|
|
"late": {"bear_leather": 40, "oak_plank": 40},
|
2026-10-18 13:48:56 +01:00
|
|
|
"effect": "One more level of intel on every event per level",
|
|
|
|
|
},
|
|
|
|
|
"storehouse": {
|
|
|
|
|
"name": "Storehouse", "icon": "📦", "max": 5, "gold": 200,
|
|
|
|
|
"base": {"logs": 800, "stone": 800}, "advanced": {"oak_logs": 300, "cut_stone": 200},
|
2026-10-19 09:24:45 +01:00
|
|
|
"late": {"willow_logs": 200, "oak_plank": 80}, "final": {"yew_logs": 80, "yew_plank": 40},
|
2026-10-18 13:48:56 +01:00
|
|
|
"effect": "+3 bank slots and +250 per stack for everyone, per level",
|
|
|
|
|
},
|
|
|
|
|
}
|
2026-10-19 09:24:45 +01:00
|
|
|
# Buildings rise by labour: players working the site, and a slow trickle from
|
|
|
|
|
# the townsfolk so nothing stalls completely while everyone is away.
|
|
|
|
|
LABOUR_PER_LEVEL = 360 # a level-1 building: about three hours of one player's work
|
|
|
|
|
TOWNSFOLK_LABOUR = 0.5 # per person per game hour
|
2026-10-18 13:48:56 +01:00
|
|
|
REPAIR_SHARE = 0.3
|
|
|
|
|
|
2026-10-18 19:20:52 +01:00
|
|
|
# Population promotes the settlement, permanently. Each tier lifts how high
|
|
|
|
|
# buildings may go (houses have their own ladder so the next tier is always
|
|
|
|
|
# reachable) and gives everyone more bank slots.
|
|
|
|
|
TIERS = [
|
|
|
|
|
{"name": "Hamlet", "pop": 0, "cap": 1, "houses": 2},
|
|
|
|
|
{"name": "Village", "pop": 40, "cap": 3, "houses": 4},
|
|
|
|
|
{"name": "Town", "pop": 90, "cap": 4, "houses": 7},
|
|
|
|
|
{"name": "City", "pop": 150, "cap": 99, "houses": 8},
|
|
|
|
|
]
|
|
|
|
|
TIER_SLOTS = 2
|
|
|
|
|
GROWTH_PER_DAY = 0.12
|
|
|
|
|
|
2026-10-18 13:48:56 +01:00
|
|
|
RAID_GROUPS = ["the Red Hand", "the Hollow Crows", "the Blackwater gang", "the Ashen Wolves",
|
|
|
|
|
"the Gallows Men", "the Thornback raiders"]
|
2026-10-19 09:34:18 +01:00
|
|
|
DRAGONS = ["a green dragon", "a blue dragon", "an old red dragon", "a young black dragon"]
|
|
|
|
|
DRAGON_TRAITS = ["it hunts at dusk", "one wing is scarred and weak", "it breathes fire in long sweeps",
|
|
|
|
|
"it circles twice before it strikes"]
|
2026-10-18 13:48:56 +01:00
|
|
|
RAID_TRAITS = ["lightly armoured, heavy on archers", "mounted and fast, few bows",
|
|
|
|
|
"well armed and disciplined", "a ragged mob, many but poorly armed",
|
|
|
|
|
"led by a deserter knight in plate"]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# --- world ---------------------------------------------------------------
|
|
|
|
|
|
2026-10-19 09:56:11 +01:00
|
|
|
WORLD_VERSION = 9
|
2026-10-18 19:20:52 +01:00
|
|
|
|
|
|
|
|
|
2026-10-18 13:48:56 +01:00
|
|
|
def new_world(now: float, speed: float = 1.0) -> dict:
|
|
|
|
|
return {
|
2026-10-18 19:20:52 +01:00
|
|
|
"version": WORLD_VERSION,
|
2026-10-18 13:48:56 +01:00
|
|
|
"created": now,
|
|
|
|
|
"config": {"speed": speed, "clock_offset": 0},
|
|
|
|
|
"players": {},
|
|
|
|
|
"city": {
|
|
|
|
|
"population": 20.0,
|
|
|
|
|
"treasury": 0.0,
|
|
|
|
|
"stockpile": {"bread": 40},
|
2026-10-18 19:20:52 +01:00
|
|
|
"buildings": {key: {"level": 0, "damaged": False, "fund": {}} for key in BUILDINGS},
|
2026-10-18 13:48:56 +01:00
|
|
|
"construction": None,
|
2026-10-18 19:20:52 +01:00
|
|
|
"queue": [],
|
|
|
|
|
"tier": 0,
|
2026-10-19 09:34:18 +01:00
|
|
|
"weather": {"kind": "clear", "until": now + 6 * HOUR / speed, "next": "rain"},
|
|
|
|
|
"effects": [], "problems": [], "hired": 0,
|
2026-10-18 13:48:56 +01:00
|
|
|
"last_tick": now,
|
|
|
|
|
"food_due": 0.0,
|
|
|
|
|
"starving": False,
|
|
|
|
|
"repelled": 0,
|
|
|
|
|
},
|
|
|
|
|
"events": [],
|
|
|
|
|
"next_event_at": now + 12 * HOUR / speed,
|
2026-10-19 09:34:18 +01:00
|
|
|
"next_minor_at": now + 30 * HOUR / speed,
|
|
|
|
|
"next_hardship_at": now + 24 * HOUR / speed,
|
|
|
|
|
"next_fortune_at": now + 6 * HOUR / speed,
|
2026-10-18 13:48:56 +01:00
|
|
|
"next_event_id": 1,
|
|
|
|
|
"ledger": [],
|
|
|
|
|
"board": [],
|
2026-10-19 09:56:11 +01:00
|
|
|
"next_message_id": 1,
|
2026-10-18 13:48:56 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2026-10-18 22:49:45 +01:00
|
|
|
def migrate(world: dict, now: float | None = None) -> dict:
|
2026-10-18 19:20:52 +01:00
|
|
|
"""Bring a saved world up to the current shape. Never loses anything."""
|
2026-10-18 22:49:45 +01:00
|
|
|
now = now or world["city"]["last_tick"]
|
2026-10-18 19:20:52 +01:00
|
|
|
if world.get("version", 1) < 2:
|
|
|
|
|
city = world["city"]
|
|
|
|
|
for building in city["buildings"].values():
|
|
|
|
|
building.setdefault("fund", {})
|
|
|
|
|
city.setdefault("queue", [])
|
|
|
|
|
city.setdefault("tier", 0)
|
|
|
|
|
world["version"] = 2
|
2026-10-18 19:27:56 +01:00
|
|
|
if world["version"] < 3:
|
|
|
|
|
for player in world["players"].values():
|
|
|
|
|
for skill in SKILL_IDS:
|
|
|
|
|
player["xp"].setdefault(skill, 0)
|
|
|
|
|
for slot in EQUIP_SLOTS:
|
|
|
|
|
player["equip"].setdefault(slot, None)
|
|
|
|
|
player.setdefault("food", None)
|
|
|
|
|
player.setdefault("hp", max_hp(player))
|
|
|
|
|
player.setdefault("hp_at", now)
|
|
|
|
|
world["version"] = 3
|
2026-10-18 22:41:11 +01:00
|
|
|
if world["version"] < 4:
|
2026-10-18 22:49:45 +01:00
|
|
|
_sell_useless_stock(world, now)
|
2026-10-18 22:41:11 +01:00
|
|
|
world["version"] = 4
|
2026-10-18 23:09:17 +01:00
|
|
|
if world["version"] < 5:
|
|
|
|
|
for player in world["players"].values():
|
|
|
|
|
player["xp"].setdefault("prayer", 0)
|
|
|
|
|
player.setdefault("pp", 0)
|
|
|
|
|
player.setdefault("prayers", [])
|
|
|
|
|
world["city"]["buildings"].setdefault("temple", {"level": 0, "damaged": False, "fund": {}})
|
|
|
|
|
world["city"].setdefault("devotion", 0)
|
|
|
|
|
world["version"] = 5
|
2026-10-18 23:12:57 +01:00
|
|
|
if world["version"] < 6:
|
|
|
|
|
for player in world["players"].values():
|
|
|
|
|
player["xp"].setdefault("herblore", 0)
|
|
|
|
|
player.setdefault("potions", {})
|
|
|
|
|
world["version"] = 6
|
2026-10-19 09:24:45 +01:00
|
|
|
if world["version"] < 7:
|
|
|
|
|
for player in world["players"].values():
|
|
|
|
|
player["xp"].setdefault("construction", 0)
|
|
|
|
|
player["equip"].setdefault("tool_construction", None)
|
|
|
|
|
work = world["city"]["construction"]
|
|
|
|
|
if work and "done_at" in work:
|
|
|
|
|
# The old timer becomes labour, credited for the time already spent.
|
|
|
|
|
level = world["city"]["buildings"][work["building"]]["level"]
|
|
|
|
|
needed = labour_needed(level, work["repair"])
|
|
|
|
|
share = min(1.0, max(0.0, (now - work["start"]) / max(1.0, work["done_at"] - work["start"])))
|
|
|
|
|
del work["done_at"]
|
|
|
|
|
work.update(labour=needed * share, needed=needed)
|
|
|
|
|
world["version"] = 7
|
2026-10-19 09:34:18 +01:00
|
|
|
if world["version"] < 8:
|
|
|
|
|
city = world["city"]
|
|
|
|
|
for key in ("granary", "lumber_shed", "well"):
|
|
|
|
|
city["buildings"].setdefault(key, {"level": 0, "damaged": False, "fund": {}})
|
|
|
|
|
city.setdefault("weather", {"kind": "clear", "until": now + 4 * HOUR / speed(world), "next": "rain"})
|
|
|
|
|
city.setdefault("effects", [])
|
|
|
|
|
city.setdefault("problems", [])
|
|
|
|
|
city.setdefault("hired", 0)
|
|
|
|
|
world.setdefault("next_minor_at", now + 30 * HOUR / speed(world))
|
|
|
|
|
world.setdefault("next_hardship_at", now + 24 * HOUR / speed(world))
|
|
|
|
|
world.setdefault("next_fortune_at", now + 8 * HOUR / speed(world))
|
|
|
|
|
world["version"] = 8
|
2026-10-19 09:56:11 +01:00
|
|
|
if world["version"] < 9:
|
|
|
|
|
# Board messages get ids so their authors can delete them.
|
|
|
|
|
for number, message in enumerate(world["board"], 1):
|
|
|
|
|
message["id"] = number
|
|
|
|
|
world["next_message_id"] = len(world["board"]) + 1
|
|
|
|
|
world["version"] = 9
|
2026-10-18 19:20:52 +01:00
|
|
|
return world
|
|
|
|
|
|
|
|
|
|
|
2026-10-18 22:41:11 +01:00
|
|
|
def _sell_useless_stock(world: dict, now: float) -> None:
|
|
|
|
|
"""The council sells what the city can't use, into the treasury."""
|
|
|
|
|
city = world["city"]
|
|
|
|
|
sold = {item: qty for item, qty in city["stockpile"].items() if item in ITEMS and not city_uses(item)}
|
|
|
|
|
if not sold:
|
|
|
|
|
return
|
|
|
|
|
gold = sum(qty * ITEMS[item]["value"] for item, qty in sold.items())
|
|
|
|
|
for item in sold:
|
|
|
|
|
del city["stockpile"][item]
|
|
|
|
|
city["treasury"] += gold
|
|
|
|
|
names = [amount(i, q) for i, q in sold.items()]
|
|
|
|
|
names = ", ".join(names[:-1]) + " and " + names[-1] if len(names) > 1 else names[0]
|
|
|
|
|
log(world, now, "city", f"The council sold {names} "
|
|
|
|
|
f"from the stockpile for {gold:,} gold")
|
|
|
|
|
|
|
|
|
|
|
2026-10-18 13:48:56 +01:00
|
|
|
def speed(world: dict) -> float:
|
|
|
|
|
return world["config"]["speed"]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def amount(item: str, qty: int) -> str:
|
|
|
|
|
"""'179 copper swords', '1 copper sword', '40 stone'."""
|
|
|
|
|
spec = ITEMS[item]
|
|
|
|
|
name = spec.get("plural", spec["name"]) if qty != 1 else spec["name"]
|
|
|
|
|
return f"{qty:,} {name.lower()}"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def upper_first(text: str) -> str:
|
|
|
|
|
return text[:1].upper() + text[1:]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def log(world: dict, now: float, kind: str, text: str, who: str | None = None) -> None:
|
|
|
|
|
world["ledger"].append({"at": now, "kind": kind, "text": text, "who": who})
|
|
|
|
|
del world["ledger"][:-MAX_LOG]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def building_level(world: dict, key: str) -> int:
|
|
|
|
|
"""Effective level: a damaged building does nothing until repaired."""
|
|
|
|
|
building = world["city"]["buildings"][key]
|
|
|
|
|
return 0 if building["damaged"] else building["level"]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def build_cost(key: str, level: int) -> dict:
|
|
|
|
|
spec = BUILDINGS[key]
|
|
|
|
|
cost = {item: qty * level for item, qty in spec["base"].items()}
|
2026-10-18 22:13:50 +01:00
|
|
|
# Later levels add materials from higher tiers: advanced from level 2, late from 3, final from 5.
|
|
|
|
|
for key, first in (("advanced", 2), ("late", 3), ("final", 5)):
|
|
|
|
|
for item, qty in spec.get(key, {}).items():
|
|
|
|
|
if level >= first:
|
|
|
|
|
cost[item] = cost.get(item, 0) + qty * (level - first + 1)
|
2026-10-18 13:48:56 +01:00
|
|
|
cost["gold"] = spec["gold"] * level
|
|
|
|
|
return cost
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def repair_cost(key: str, level: int) -> dict:
|
|
|
|
|
return {item: max(1, math.ceil(qty * REPAIR_SHARE)) for item, qty in build_cost(key, level).items()}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def housing(world: dict) -> int:
|
2026-10-18 19:20:52 +01:00
|
|
|
return 25 + 20 * building_level(world, "houses")
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def level_cap(world: dict, key: str) -> int:
|
|
|
|
|
"""The highest level the settlement's tier allows for this building."""
|
|
|
|
|
tier = TIERS[world["city"]["tier"]]
|
|
|
|
|
return min(BUILDINGS[key]["max"], tier["houses"] if key == "houses" else tier["cap"])
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def fund_target(world: dict, key: str) -> dict | None:
|
|
|
|
|
"""What the building's fund is collecting for: a repair, the next level, or nothing."""
|
|
|
|
|
building = world["city"]["buildings"][key]
|
|
|
|
|
if building["damaged"]:
|
|
|
|
|
return repair_cost(key, building["level"])
|
|
|
|
|
if building["level"] >= level_cap(world, key):
|
|
|
|
|
return None
|
|
|
|
|
return build_cost(key, building["level"] + 1)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def fund_missing(world: dict, key: str) -> dict:
|
|
|
|
|
target = fund_target(world, key) or {}
|
|
|
|
|
fund = world["city"]["buildings"][key]["fund"]
|
|
|
|
|
return {item: qty - fund.get(item, 0) for item, qty in target.items() if fund.get(item, 0) < qty}
|
2026-10-18 13:48:56 +01:00
|
|
|
|
|
|
|
|
|
|
|
|
|
# --- players -------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
def new_player(uid: str, name: str, cls: str, now: float) -> dict:
|
|
|
|
|
return {
|
|
|
|
|
"id": uid, "name": name, "cls": cls, "joined": now,
|
|
|
|
|
"xp": {skill: 0 for skill in SKILL_IDS},
|
|
|
|
|
"bank": {}, "gold": 0, "favour": 0,
|
2026-10-18 19:27:56 +01:00
|
|
|
"equip": {slot: None for slot in EQUIP_SLOTS},
|
|
|
|
|
"food": None, # preferred food in fights; None eats the cheapest first
|
2026-10-18 23:12:57 +01:00
|
|
|
"pp": 0, "prayers": [], "potions": {},
|
2026-10-18 19:27:56 +01:00
|
|
|
"hp": 44, "hp_at": now,
|
2026-10-18 13:48:56 +01:00
|
|
|
"action": None, "stopped": None,
|
|
|
|
|
"last_active": now, "overflow": "city",
|
|
|
|
|
"perks": {"bank_slot": 0},
|
|
|
|
|
"garrison": False,
|
|
|
|
|
"donated": 0,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def skill_level(player: dict, skill: str) -> int:
|
|
|
|
|
return level_for(player["xp"].get(skill, 0))
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def bank_slots(world: dict, player: dict) -> int:
|
2026-10-18 19:20:52 +01:00
|
|
|
return (BASE_SLOTS + 3 * building_level(world, "storehouse") + TIER_SLOTS * world["city"]["tier"]
|
|
|
|
|
+ player["perks"]["bank_slot"])
|
2026-10-18 13:48:56 +01:00
|
|
|
|
|
|
|
|
|
|
|
|
|
def stack_size(world: dict) -> int:
|
|
|
|
|
return BASE_STACK + 250 * building_level(world, "storehouse")
|
|
|
|
|
|
|
|
|
|
|
2026-10-19 10:52:07 +01:00
|
|
|
def slots_used(world: dict, player: dict) -> int:
|
|
|
|
|
"""Bank slots taken: an item spills into another slot every full stack."""
|
|
|
|
|
stack = stack_size(world)
|
|
|
|
|
return sum(-(-qty // stack) for qty in player["bank"].values())
|
|
|
|
|
|
|
|
|
|
|
2026-10-18 13:48:56 +01:00
|
|
|
def bank_room(world: dict, player: dict, item: str) -> int:
|
2026-10-19 10:52:07 +01:00
|
|
|
"""How many more of `item` fit: the rest of its last stack, plus any free slots."""
|
|
|
|
|
stack = stack_size(world)
|
2026-10-18 13:48:56 +01:00
|
|
|
have = player["bank"].get(item, 0)
|
2026-10-19 10:52:07 +01:00
|
|
|
partial = -have % stack # room left in the item's last, part-filled stack
|
|
|
|
|
free = max(0, bank_slots(world, player) - slots_used(world, player))
|
|
|
|
|
return partial + free * stack
|
2026-10-18 13:48:56 +01:00
|
|
|
|
|
|
|
|
|
2026-10-18 22:40:36 +01:00
|
|
|
def city_uses(item: str) -> list[str]:
|
|
|
|
|
"""What the city does with an item: the buildings that need it, the granary, the armoury."""
|
|
|
|
|
uses = [spec["name"] for spec in BUILDINGS.values()
|
|
|
|
|
if any(item in spec.get(key, {}) for key in ("base", "advanced", "late", "final"))]
|
|
|
|
|
spec = ITEMS[item]
|
|
|
|
|
if "food" in spec:
|
|
|
|
|
uses.append("the granary")
|
|
|
|
|
if spec.get("slot") in ("weapon", "shield") or item == "arrows":
|
|
|
|
|
uses.append("the armoury")
|
2026-10-19 09:34:18 +01:00
|
|
|
if item == "water_barrel":
|
|
|
|
|
uses.append("the fire brigade")
|
2026-10-18 22:40:36 +01:00
|
|
|
return uses
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def bank_add(world: dict, player: dict, item: str, qty: int, now: float, summary: dict) -> int:
|
|
|
|
|
"""Store what fits; the rest goes to the city if it has a use, else is sold. Returns qty kept."""
|
2026-10-18 13:48:56 +01:00
|
|
|
keep = min(qty, bank_room(world, player, item))
|
|
|
|
|
if keep:
|
|
|
|
|
player["bank"][item] = player["bank"].get(item, 0) + keep
|
|
|
|
|
spill = qty - keep
|
2026-10-18 22:40:36 +01:00
|
|
|
if spill and player["overflow"] == "city" and not city_uses(item):
|
|
|
|
|
gold = int(spill * sell_price(world, item, now))
|
|
|
|
|
player["gold"] += gold
|
|
|
|
|
summary["sold"][item] = summary["sold"].get(item, 0) + spill
|
|
|
|
|
summary["sold_gold"] += gold
|
|
|
|
|
elif spill and player["overflow"] == "city":
|
|
|
|
|
overflow = summary["overflow"]
|
2026-10-18 13:48:56 +01:00
|
|
|
stockpile = world["city"]["stockpile"]
|
|
|
|
|
stockpile[item] = stockpile.get(item, 0) + spill
|
|
|
|
|
gain = spill * ITEMS[item]["value"]
|
2026-10-18 19:54:08 +01:00
|
|
|
player["favour"] += gain * OVERFLOW_FAVOUR
|
2026-10-18 13:48:56 +01:00
|
|
|
player["donated"] += gain
|
|
|
|
|
overflow[item] = overflow.get(item, 0) + spill
|
|
|
|
|
return keep
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def bank_take(player: dict, item: str, qty: int) -> None:
|
|
|
|
|
left = player["bank"][item] - qty
|
|
|
|
|
if left > 0:
|
|
|
|
|
player["bank"][item] = left
|
|
|
|
|
else:
|
|
|
|
|
del player["bank"][item]
|
|
|
|
|
|
|
|
|
|
|
2026-10-18 19:27:56 +01:00
|
|
|
def armour(player: dict) -> int:
|
|
|
|
|
return sum(ITEMS[item].get("armour", 0) for item in player["equip"].values() if item)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def damage_reduction(player: dict) -> float:
|
|
|
|
|
points = armour(player)
|
|
|
|
|
return points / (points + 25)
|
|
|
|
|
|
|
|
|
|
|
2026-10-18 13:48:56 +01:00
|
|
|
def combat_power(player: dict) -> int:
|
2026-10-18 19:27:56 +01:00
|
|
|
power = skill_level(player, "combat") + armour(player) // 2
|
|
|
|
|
for item in player["equip"].values():
|
2026-10-18 13:48:56 +01:00
|
|
|
if item:
|
2026-10-18 19:27:56 +01:00
|
|
|
power += ITEMS[item].get("power", 0)
|
2026-10-18 13:48:56 +01:00
|
|
|
return power
|
|
|
|
|
|
|
|
|
|
|
2026-10-18 19:27:56 +01:00
|
|
|
def max_hp(player: dict) -> int:
|
|
|
|
|
return 40 + 4 * skill_level(player, "combat")
|
|
|
|
|
|
|
|
|
|
|
2026-10-18 23:09:17 +01:00
|
|
|
def regen(world: dict, player: dict, now: float, boost: float = 1) -> None:
|
2026-10-18 19:27:56 +01:00
|
|
|
"""Heal for the time since HP was last settled."""
|
|
|
|
|
if now > player["hp_at"]:
|
|
|
|
|
top = max_hp(player)
|
2026-10-18 23:09:17 +01:00
|
|
|
per_second = top * REGEN_PER_HOUR * boost * speed(world) / HOUR
|
2026-10-18 19:27:56 +01:00
|
|
|
player["hp"] = min(top, player["hp"] + (now - player["hp_at"]) * per_second)
|
|
|
|
|
player["hp_at"] = now
|
|
|
|
|
|
|
|
|
|
|
2026-10-18 23:09:17 +01:00
|
|
|
def fight_damage(player: dict, action: dict, blessing: dict | None = None) -> float:
|
|
|
|
|
"""Average damage one fight deals: less when out-levelling the enemy, armoured or praying."""
|
|
|
|
|
blessing = blessing or NO_BLESSING
|
|
|
|
|
gap = combat_power(player) + blessing["power"] - action["difficulty"]
|
|
|
|
|
scale = min(1.5, max(0.3, 1 - gap * 0.03))
|
|
|
|
|
return action["damage"] * scale * (1 - damage_reduction(player)) * blessing["taken"]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# --- prayer -------------------------------------------------------------------
|
|
|
|
|
# Melvor-style: bones become prayer points, active prayers cost points each
|
|
|
|
|
# fight and give boosts while they last, and praying in a fight trains Prayer.
|
|
|
|
|
|
|
|
|
|
PRAYERS = [
|
|
|
|
|
{"id": "thick_skin", "name": "Thick Skin", "icon": "🪨", "level": 1, "cost": 1, "reduce": 0.10},
|
|
|
|
|
{"id": "burst_of_strength", "name": "Burst of Strength", "icon": "💪", "level": 5, "cost": 1, "power": 5},
|
|
|
|
|
{"id": "rapid_heal", "name": "Rapid Heal", "icon": "💗", "level": 10, "cost": 1, "regen": 2},
|
|
|
|
|
{"id": "steel_skin", "name": "Steel Skin", "icon": "🛡️", "level": 20, "cost": 2, "reduce": 0.20},
|
|
|
|
|
{"id": "superhuman_strength", "name": "Superhuman Strength", "icon": "🦾", "level": 30, "cost": 2, "power": 12},
|
|
|
|
|
{"id": "second_wind", "name": "Second Wind", "icon": "🌬️", "level": 40, "cost": 1, "wind": True},
|
|
|
|
|
{"id": "protection", "name": "Protection", "icon": "✨", "level": 50, "cost": 3, "reduce": 0.35},
|
|
|
|
|
{"id": "piety", "name": "Piety", "icon": "😇", "level": 60, "cost": 4, "power": 20, "reduce": 0.20},
|
|
|
|
|
]
|
|
|
|
|
PRAYER_BY_ID = {prayer["id"]: prayer for prayer in PRAYERS}
|
|
|
|
|
MAX_PRAYERS = 2
|
|
|
|
|
PRAYER_XP_PER_POINT = 5
|
|
|
|
|
NO_BLESSING = {"cost": 0, "power": 0, "taken": 1.0, "regen": 1, "wind": False}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def describe_prayer(prayer: dict) -> str:
|
|
|
|
|
parts = []
|
|
|
|
|
if prayer.get("reduce"):
|
|
|
|
|
parts.append(f"-{round(prayer['reduce'] * 100)}% damage taken")
|
|
|
|
|
if prayer.get("power"):
|
|
|
|
|
parts.append(f"+{prayer['power']} power")
|
|
|
|
|
if prayer.get("regen"):
|
|
|
|
|
parts.append("HP recovers twice as fast while fighting")
|
|
|
|
|
if prayer.get("wind"):
|
|
|
|
|
parts.append("once per outing, a retreat becomes a second wind: back to half health")
|
|
|
|
|
return ", ".join(parts)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def blessing(player: dict) -> dict:
|
|
|
|
|
"""What the active prayers give this fight, if there are points to pay for them."""
|
|
|
|
|
active = [PRAYER_BY_ID[p] for p in player["prayers"] if p in PRAYER_BY_ID]
|
|
|
|
|
cost = sum(p["cost"] for p in active)
|
|
|
|
|
if not active or player["pp"] < cost:
|
|
|
|
|
return NO_BLESSING
|
|
|
|
|
taken = 1.0
|
|
|
|
|
for prayer in active:
|
|
|
|
|
taken *= 1 - prayer.get("reduce", 0)
|
|
|
|
|
return {"cost": cost, "power": sum(p.get("power", 0) for p in active), "taken": taken,
|
|
|
|
|
"regen": max([p.get("regen", 1) for p in active]), "wind": any(p.get("wind") for p in active)}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def set_prayers(player: dict, ids: list) -> str | None:
|
|
|
|
|
ids = list(dict.fromkeys(str(i) for i in ids))
|
|
|
|
|
if len(ids) > MAX_PRAYERS:
|
|
|
|
|
return f"At most {MAX_PRAYERS} prayers at once"
|
|
|
|
|
for prayer_id in ids:
|
|
|
|
|
prayer = PRAYER_BY_ID.get(prayer_id)
|
|
|
|
|
if not prayer:
|
|
|
|
|
return "No such prayer"
|
|
|
|
|
if skill_level(player, "prayer") < prayer["level"]:
|
|
|
|
|
return f"{prayer['name']} needs prayer level {prayer['level']}"
|
|
|
|
|
player["prayers"] = ids
|
|
|
|
|
return None
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def bone_points(world: dict, action: dict) -> int:
|
|
|
|
|
return action["pp"] + building_level(world, "temple")
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def ward(world: dict) -> float:
|
|
|
|
|
"""Defence the temple's devotion adds to the next raid."""
|
|
|
|
|
return round(min(world["city"].get("devotion", 0) / 4, 15 * building_level(world, "temple")), 1)
|
2026-10-18 19:27:56 +01:00
|
|
|
|
|
|
|
|
|
|
|
|
|
def edible(player: dict) -> list[str]:
|
|
|
|
|
"""Food in the bank, in the order it gets eaten."""
|
|
|
|
|
foods = sorted((item for item in player["bank"] if "heal" in ITEMS[item]), key=lambda i: ITEMS[i]["heal"])
|
|
|
|
|
if player["food"] in foods:
|
|
|
|
|
foods.remove(player["food"])
|
|
|
|
|
foods.insert(0, player["food"])
|
|
|
|
|
return foods
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def auto_eat(player: dict, summary: dict) -> None:
|
|
|
|
|
top = max_hp(player)
|
|
|
|
|
while player["hp"] < top * EAT_BELOW:
|
|
|
|
|
foods = edible(player)
|
|
|
|
|
if not foods:
|
|
|
|
|
return
|
|
|
|
|
bank_take(player, foods[0], 1)
|
|
|
|
|
player["hp"] = min(top, player["hp"] + ITEMS[foods[0]]["heal"])
|
|
|
|
|
summary["eaten"][foods[0]] = summary["eaten"].get(foods[0], 0) + 1
|
|
|
|
|
|
|
|
|
|
|
2026-10-18 13:48:56 +01:00
|
|
|
def action_time(world: dict, player: dict, action: dict) -> float:
|
|
|
|
|
seconds = action["time"]
|
|
|
|
|
if action["skill"] in CLASSES[player["cls"]]["fast"]:
|
|
|
|
|
seconds *= CLASS_SPEED
|
2026-10-18 19:27:56 +01:00
|
|
|
tool = player["equip"].get(f"tool_{action['skill']}")
|
|
|
|
|
if tool:
|
|
|
|
|
seconds *= 1 - ITEMS[tool]["speed"]
|
2026-10-18 13:48:56 +01:00
|
|
|
if action["skill"] == "smithing":
|
|
|
|
|
seconds *= 1 - 0.08 * building_level(world, "smithy")
|
2026-10-18 23:12:57 +01:00
|
|
|
seconds *= 1 - potion_effect(player, action["skill"]).get("speed", 0)
|
2026-10-19 09:34:18 +01:00
|
|
|
seconds *= skill_mods(world, action)["speed"]
|
2026-10-18 13:48:56 +01:00
|
|
|
return seconds / speed(world)
|
|
|
|
|
|
|
|
|
|
|
2026-10-18 23:12:57 +01:00
|
|
|
def with_potion(blessed: dict, brew: dict) -> dict:
|
|
|
|
|
"""A fight's prayer boosts with a combat potion's added on top."""
|
|
|
|
|
return {**blessed, "power": blessed["power"] + brew.get("power", 0),
|
|
|
|
|
"taken": blessed["taken"] * (1 - brew.get("reduce", 0))}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def potion_effect(player: dict, skill: str) -> dict:
|
|
|
|
|
active = player.get("potions", {}).get(skill)
|
|
|
|
|
return ITEMS[active["item"]]["potion"] if active else {}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def use_potion(player: dict, item: str) -> str | None:
|
|
|
|
|
"""Drink a potion from the bank into its skill's slot (topping up the same potion)."""
|
|
|
|
|
spec = ITEMS.get(item, {}).get("potion")
|
|
|
|
|
if not spec:
|
|
|
|
|
return "That isn't a potion"
|
|
|
|
|
if player["bank"].get(item, 0) < 1:
|
|
|
|
|
return "You don't have one"
|
|
|
|
|
bank_take(player, item, 1)
|
|
|
|
|
current = player["potions"].get(spec["skill"])
|
|
|
|
|
charges = current["charges"] if current and current["item"] == item else 0
|
|
|
|
|
player["potions"][spec["skill"]] = {"item": item, "charges": charges + POTION_CHARGES}
|
|
|
|
|
return None
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _use_charge(player: dict, skill: str, summary: dict) -> None:
|
|
|
|
|
active = player["potions"].get(skill)
|
|
|
|
|
if not active:
|
|
|
|
|
return
|
|
|
|
|
active["charges"] -= 1
|
|
|
|
|
if active["charges"] > 0:
|
|
|
|
|
return
|
|
|
|
|
del player["potions"][skill]
|
|
|
|
|
if player["bank"].get(active["item"], 0):
|
|
|
|
|
use_potion(player, active["item"])
|
|
|
|
|
summary["potions_drunk"][active["item"]] = summary["potions_drunk"].get(active["item"], 0) + 1
|
|
|
|
|
else:
|
|
|
|
|
summary["potion_out"].append(active["item"])
|
|
|
|
|
|
|
|
|
|
|
2026-10-18 13:48:56 +01:00
|
|
|
def upcoming_raid(world: dict) -> dict | None:
|
2026-10-19 09:34:18 +01:00
|
|
|
"""The coming major threat: a bandit raid or a dragon."""
|
2026-10-18 13:48:56 +01:00
|
|
|
for event in world["events"]:
|
2026-10-19 09:34:18 +01:00
|
|
|
if event["status"] == "upcoming" and event["kind"] in ("raid", "dragon"):
|
2026-10-18 13:48:56 +01:00
|
|
|
return event
|
|
|
|
|
return None
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def upcoming_event(world: dict) -> dict | None:
|
|
|
|
|
for event in world["events"]:
|
|
|
|
|
if event["status"] == "upcoming":
|
|
|
|
|
return event
|
|
|
|
|
return None
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def can_start(world: dict, player: dict, action: dict) -> str | None:
|
|
|
|
|
"""Why the action can't run right now, or None."""
|
|
|
|
|
if action["skill"] == "reconnaissance" and player["cls"] != "scout":
|
|
|
|
|
return "Only scouts can do that"
|
|
|
|
|
if skill_level(player, action["skill"]) < action["level"]:
|
|
|
|
|
return f"Needs level {action['level']}"
|
|
|
|
|
for key, level in action.get("city", {}).items():
|
|
|
|
|
if building_level(world, key) < level:
|
|
|
|
|
return f"Needs {BUILDINGS[key]['name']} level {level}"
|
|
|
|
|
for item, qty in action["inputs"].items():
|
|
|
|
|
if player["bank"].get(item, 0) < qty:
|
|
|
|
|
return f"Out of {ITEMS[item]['name'].lower()}"
|
|
|
|
|
if action.get("special") == "sabotage":
|
|
|
|
|
raid = upcoming_raid(world)
|
|
|
|
|
if not raid or intel_level(world, raid) < 3:
|
|
|
|
|
return "No bandit camp has been located"
|
2026-10-19 09:34:18 +01:00
|
|
|
if raid["kind"] != "raid":
|
|
|
|
|
return "A dragon has no camp to sabotage"
|
2026-10-18 13:48:56 +01:00
|
|
|
if raid["sabotage"] >= 0.3:
|
|
|
|
|
return "The camp is already in ruins"
|
2026-10-19 09:24:45 +01:00
|
|
|
if action.get("special") == "labour" and not world["city"]["construction"]:
|
|
|
|
|
return "Nothing is being built"
|
2026-10-19 09:34:18 +01:00
|
|
|
if action.get("special") == "problem" and not active_problem(world, action["problem"]):
|
|
|
|
|
return "That's been dealt with"
|
|
|
|
|
blocked = skill_mods(world, action)["blocked"]
|
|
|
|
|
if blocked:
|
|
|
|
|
return blocked
|
2026-10-18 19:27:56 +01:00
|
|
|
if action["skill"] == "combat" and player["hp"] < max_hp(player) * TOO_HURT and not edible(player):
|
|
|
|
|
return "Too hurt to fight. Rest, or bring food"
|
2026-10-18 13:48:56 +01:00
|
|
|
return None
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _complete(world: dict, player: dict, action: dict, now: float, rng: random.Random, summary: dict) -> None:
|
2026-10-18 23:12:57 +01:00
|
|
|
brew = potion_effect(player, action["skill"])
|
|
|
|
|
if action["inputs"] and rng.random() < brew.get("keep", 0):
|
|
|
|
|
summary["kept"] += 1
|
|
|
|
|
else:
|
|
|
|
|
for item, qty in action["inputs"].items():
|
|
|
|
|
bank_take(player, item, qty)
|
2026-10-18 13:48:56 +01:00
|
|
|
xp = action["xp"]
|
|
|
|
|
lucky = (
|
|
|
|
|
(player["cls"] == "artisan" and action["skill"] in CRAFTING)
|
2026-10-18 19:27:56 +01:00
|
|
|
or (player["cls"] == "pioneer" and action["skill"] in SURVEYED)
|
2026-10-18 13:48:56 +01:00
|
|
|
) and rng.random() < LUCKY_CHANCE
|
|
|
|
|
outputs = {item: qty * (2 if lucky else 1) for item, qty in action["outputs"].items()}
|
|
|
|
|
if lucky:
|
|
|
|
|
summary["lucky"] += 1
|
2026-10-18 23:12:57 +01:00
|
|
|
if brew.get("double") and rng.random() < brew["double"]:
|
|
|
|
|
for item, qty in action["outputs"].items():
|
|
|
|
|
outputs[item] += qty
|
|
|
|
|
summary["lucky"] += 1
|
2026-10-19 09:34:18 +01:00
|
|
|
mods = skill_mods(world, action)
|
|
|
|
|
if mods["yield"] != 1:
|
|
|
|
|
for item, qty in list(outputs.items()):
|
|
|
|
|
exact = qty * mods["yield"]
|
|
|
|
|
outputs[item] = int(exact) + (1 if rng.random() < exact - int(exact) else 0)
|
|
|
|
|
xp *= mods["xp"]
|
2026-10-18 13:48:56 +01:00
|
|
|
|
|
|
|
|
if action["skill"] == "combat":
|
2026-10-18 23:09:17 +01:00
|
|
|
blessed = blessing(player)
|
|
|
|
|
if player["prayers"] and not blessed["cost"]:
|
|
|
|
|
summary["prayer_out"] = True
|
|
|
|
|
if blessed["cost"]:
|
|
|
|
|
player["pp"] -= blessed["cost"]
|
|
|
|
|
summary["pp_spent"] += blessed["cost"]
|
|
|
|
|
gain_xp(world, player, "prayer", blessed["cost"] * PRAYER_XP_PER_POINT, now, summary)
|
|
|
|
|
regen(world, player, now, blessed["regen"])
|
2026-10-18 23:12:57 +01:00
|
|
|
blessed = with_potion(blessed, brew)
|
2026-10-18 19:27:56 +01:00
|
|
|
auto_eat(player, summary)
|
2026-10-18 23:09:17 +01:00
|
|
|
chance = 0.5 + (combat_power(player) + blessed["power"] - action["difficulty"]) * 0.04
|
2026-10-18 19:27:56 +01:00
|
|
|
won = rng.random() < min(0.97, max(0.15, chance))
|
2026-10-18 23:09:17 +01:00
|
|
|
hurt = fight_damage(player, action, blessed) * rng.uniform(0.6, 1.4) * (1 if won else 1.3)
|
2026-10-18 23:12:57 +01:00
|
|
|
player["hp"] = min(max_hp(player), player["hp"] - hurt + brew.get("heal", 0))
|
2026-10-18 19:27:56 +01:00
|
|
|
summary["damage"] += hurt
|
|
|
|
|
auto_eat(player, summary)
|
2026-10-18 23:09:17 +01:00
|
|
|
outing = player["action"]
|
|
|
|
|
if player["hp"] <= 0 and blessed["wind"] and outing and not outing.get("wind_used"):
|
|
|
|
|
outing["wind_used"] = True
|
|
|
|
|
player["hp"] = max_hp(player) / 2
|
|
|
|
|
summary["second_wind"] += 1
|
2026-10-18 19:27:56 +01:00
|
|
|
if player["hp"] <= 0:
|
|
|
|
|
# Out of food and out of luck: fall back with nothing but your life.
|
|
|
|
|
player["hp"] = 1
|
|
|
|
|
summary["losses"] += 1
|
|
|
|
|
reason = "Retreated: ran out of food" if not edible(player) else "Retreated"
|
|
|
|
|
stop(player, reason)
|
|
|
|
|
summary["stopped"] = reason
|
|
|
|
|
gain_xp(world, player, "combat", xp // 3, now, summary)
|
|
|
|
|
return
|
|
|
|
|
if won:
|
2026-10-18 13:48:56 +01:00
|
|
|
summary["wins"] += 1
|
|
|
|
|
player["gold"] += action.get("gold", 0)
|
|
|
|
|
summary["gold"] += action.get("gold", 0)
|
|
|
|
|
for item, qty, odds in action.get("drops", []):
|
|
|
|
|
if rng.random() < odds:
|
|
|
|
|
outputs[item] = outputs.get(item, 0) + qty
|
|
|
|
|
if action.get("special") == "sabotage":
|
|
|
|
|
raid = upcoming_raid(world)
|
|
|
|
|
raid["sabotage"] = min(0.3, raid["sabotage"] + 0.03)
|
2026-10-19 09:34:18 +01:00
|
|
|
if action.get("special") == "problem":
|
|
|
|
|
_work_problem(world, player, action, now)
|
2026-10-18 13:48:56 +01:00
|
|
|
else:
|
|
|
|
|
summary["losses"] += 1
|
|
|
|
|
xp = xp // 3
|
|
|
|
|
if action.get("special") == "recon":
|
|
|
|
|
event = upcoming_event(world)
|
|
|
|
|
if event:
|
|
|
|
|
event["recon"] += action["recon"]
|
2026-10-19 09:34:18 +01:00
|
|
|
if action.get("special") == "problem" and action["skill"] != "combat":
|
|
|
|
|
_work_problem(world, player, action, now)
|
2026-10-19 09:24:45 +01:00
|
|
|
if action.get("special") == "labour":
|
|
|
|
|
site = world["city"]["construction"]
|
|
|
|
|
site["labour"] += labour_per_action(player)
|
|
|
|
|
summary["labour"] += labour_per_action(player)
|
|
|
|
|
if site["labour"] >= site["needed"]:
|
|
|
|
|
_finish_construction(world, now)
|
|
|
|
|
_start_next(world, now)
|
2026-10-18 23:12:57 +01:00
|
|
|
bonus = 1 + brew.get("bones", 0)
|
2026-10-18 23:09:17 +01:00
|
|
|
if action.get("special") == "bury":
|
2026-10-18 23:12:57 +01:00
|
|
|
player["pp"] += bone_points(world, action) * bonus
|
|
|
|
|
summary["pp_gained"] += bone_points(world, action) * bonus
|
2026-10-18 23:09:17 +01:00
|
|
|
if action.get("special") == "offer":
|
|
|
|
|
city = world["city"]
|
2026-10-18 23:12:57 +01:00
|
|
|
city["devotion"] = city.get("devotion", 0) + action["devotion"] * (1 + 0.25 * building_level(world, "temple")) * bonus
|
|
|
|
|
_use_charge(player, action["skill"], summary)
|
2026-10-18 13:48:56 +01:00
|
|
|
|
|
|
|
|
for item, qty in outputs.items():
|
2026-10-18 22:40:36 +01:00
|
|
|
kept = bank_add(world, player, item, qty, now, summary)
|
2026-10-18 13:48:56 +01:00
|
|
|
if kept:
|
|
|
|
|
summary["items"][item] = summary["items"].get(item, 0) + kept
|
|
|
|
|
gain_xp(world, player, action["skill"], xp, now, summary)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def gain_xp(world: dict, player: dict, skill: str, xp: float, now: float, summary: dict | None = None) -> None:
|
|
|
|
|
before = skill_level(player, skill)
|
|
|
|
|
player["xp"][skill] += xp
|
|
|
|
|
after = skill_level(player, skill)
|
|
|
|
|
if summary is not None:
|
|
|
|
|
summary["xp"][skill] = summary["xp"].get(skill, 0) + xp
|
|
|
|
|
if after > before:
|
|
|
|
|
if summary is not None:
|
|
|
|
|
summary["levels"] = [entry for entry in summary["levels"] if entry[0] != skill] + [[skill, after]]
|
|
|
|
|
if after % 10 == 0 or after == MAX_LEVEL:
|
|
|
|
|
name = next(s["name"] for s in SKILLS if s["id"] == skill)
|
|
|
|
|
log(world, now, "level", f"{player['name']} reached {name} level {after}", player["id"])
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def empty_summary() -> dict:
|
2026-10-18 19:27:56 +01:00
|
|
|
return {"done": 0, "items": {}, "overflow": {}, "xp": {}, "levels": [], "eaten": {}, "damage": 0,
|
2026-10-18 22:40:36 +01:00
|
|
|
"gold": 0, "wins": 0, "losses": 0, "lucky": 0, "stopped": None, "resumed": None,
|
2026-10-18 23:12:57 +01:00
|
|
|
"sold": {}, "sold_gold": 0, "pp_spent": 0, "pp_gained": 0, "prayer_out": False, "second_wind": 0,
|
2026-10-19 09:24:45 +01:00
|
|
|
"kept": 0, "potions_drunk": {}, "potion_out": [], "labour": 0}
|
2026-10-18 13:48:56 +01:00
|
|
|
|
|
|
|
|
|
|
|
|
|
def process_player(world: dict, player: dict, now: float, rng: random.Random | None = None) -> dict:
|
|
|
|
|
"""Run the player's action forward to `now` (capped at 24h past last_active)."""
|
|
|
|
|
rng = rng or random.Random()
|
|
|
|
|
summary = empty_summary()
|
|
|
|
|
current = player["action"]
|
|
|
|
|
if not current:
|
|
|
|
|
return summary
|
|
|
|
|
action = ACTION_BY_ID[current["id"]]
|
|
|
|
|
limit = min(now, player["last_active"] + OFFLINE_CAP / speed(world))
|
|
|
|
|
while player["action"]:
|
|
|
|
|
duration = action_time(world, player, action)
|
|
|
|
|
if current["start"] + duration > limit:
|
|
|
|
|
break
|
|
|
|
|
reason = can_start(world, player, action)
|
2026-10-18 19:27:56 +01:00
|
|
|
if reason and reason.startswith("Too hurt"):
|
2026-10-18 23:09:17 +01:00
|
|
|
if blessing(player)["wind"] and not current.get("wind_used"):
|
|
|
|
|
# Second Wind: the retreat that was coming turns into half health.
|
|
|
|
|
current["wind_used"] = True
|
|
|
|
|
player["hp"] = max_hp(player) / 2
|
|
|
|
|
summary["second_wind"] += 1
|
|
|
|
|
reason = None
|
|
|
|
|
else:
|
|
|
|
|
reason = "Retreated: hurt and out of food"
|
2026-10-18 13:48:56 +01:00
|
|
|
if reason:
|
|
|
|
|
stop(player, reason)
|
|
|
|
|
summary["stopped"] = reason
|
|
|
|
|
break
|
|
|
|
|
if player["overflow"] == "stop" and any(bank_room(world, player, item) < qty
|
|
|
|
|
for item, qty in action["outputs"].items()):
|
|
|
|
|
stop(player, "Bank full")
|
|
|
|
|
summary["stopped"] = "Bank full"
|
|
|
|
|
break
|
|
|
|
|
_complete(world, player, action, current["start"] + duration, rng, summary)
|
|
|
|
|
summary["done"] += 1
|
|
|
|
|
current["start"] += duration
|
2026-10-18 19:35:21 +01:00
|
|
|
if player["action"] is current and "left" in current:
|
|
|
|
|
current["left"] -= 1
|
|
|
|
|
if current["left"] <= 0:
|
|
|
|
|
back = current.get("resume")
|
|
|
|
|
if back:
|
|
|
|
|
player["action"] = current = {"id": back, "start": current["start"]}
|
|
|
|
|
action = ACTION_BY_ID[back]
|
|
|
|
|
summary["resumed"] = back
|
|
|
|
|
else:
|
|
|
|
|
stop(player)
|
2026-10-18 13:48:56 +01:00
|
|
|
if player["action"] and limit < now and current["start"] < now:
|
|
|
|
|
current["start"] = now
|
|
|
|
|
return summary
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def stop(player: dict, reason: str | None = None) -> None:
|
|
|
|
|
player["action"] = None
|
|
|
|
|
player["stopped"] = reason
|
|
|
|
|
|
|
|
|
|
|
2026-10-18 19:35:21 +01:00
|
|
|
def start_action(world: dict, player: dict, action_id: str, now: float, once: bool = False) -> str | None:
|
|
|
|
|
"""Start an action. `once` does it a single time, then goes back to what you were doing."""
|
2026-10-18 13:48:56 +01:00
|
|
|
action = ACTION_BY_ID.get(action_id)
|
|
|
|
|
if not action:
|
|
|
|
|
return "No such action"
|
|
|
|
|
reason = can_start(world, player, action)
|
|
|
|
|
if reason:
|
|
|
|
|
return reason
|
2026-10-18 19:35:21 +01:00
|
|
|
entry = {"id": action_id, "start": now}
|
|
|
|
|
if once:
|
|
|
|
|
current = player["action"]
|
|
|
|
|
back = current and (current.get("resume") or current["id"])
|
|
|
|
|
entry["left"] = 1
|
|
|
|
|
if back and back != action_id:
|
|
|
|
|
entry["resume"] = back
|
|
|
|
|
player["action"] = entry
|
2026-10-18 13:48:56 +01:00
|
|
|
player["stopped"] = None
|
|
|
|
|
return None
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# --- city ----------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
def stockpile_value(city: dict) -> float:
|
|
|
|
|
return sum(ITEMS[item]["value"] * qty for item, qty in city["stockpile"].items())
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def donate(world: dict, player: dict, item: str, qty: int, now: float) -> str | None:
|
|
|
|
|
city = world["city"]
|
|
|
|
|
if qty <= 0:
|
|
|
|
|
return "Nothing to donate"
|
|
|
|
|
if item == "gold":
|
|
|
|
|
if player["gold"] < qty:
|
|
|
|
|
return "Not enough gold"
|
|
|
|
|
player["gold"] -= qty
|
|
|
|
|
city["treasury"] += qty
|
|
|
|
|
gain = qty
|
|
|
|
|
label = f"{qty:,} gold"
|
|
|
|
|
else:
|
2026-10-18 22:40:36 +01:00
|
|
|
if not city_uses(item):
|
|
|
|
|
return "The city has no use for that"
|
2026-10-18 13:48:56 +01:00
|
|
|
if player["bank"].get(item, 0) < qty:
|
|
|
|
|
return "You don't have that many"
|
|
|
|
|
bank_take(player, item, qty)
|
|
|
|
|
city["stockpile"][item] = city["stockpile"].get(item, 0) + qty
|
|
|
|
|
gain = qty * ITEMS[item]["value"]
|
|
|
|
|
label = amount(item, qty)
|
2026-10-19 09:34:18 +01:00
|
|
|
player["favour"] += gain * city_rate(world, "favour")
|
2026-10-18 13:48:56 +01:00
|
|
|
player["donated"] += gain
|
|
|
|
|
log(world, now, "donation", f"{player['name']} donated {label}", player["id"])
|
|
|
|
|
return None
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def give(world: dict, giver: dict, receiver: dict, item: str, qty: int, now: float) -> str | None:
|
|
|
|
|
if receiver is giver:
|
|
|
|
|
return "You can't give to yourself"
|
|
|
|
|
if qty <= 0 or giver["bank"].get(item, 0) < qty:
|
|
|
|
|
return "You don't have that many"
|
|
|
|
|
room = bank_room(world, receiver, item)
|
|
|
|
|
if room < qty:
|
|
|
|
|
return f"{receiver['name']} only has room for {room:,}"
|
|
|
|
|
bank_take(giver, item, qty)
|
|
|
|
|
receiver["bank"][item] = receiver["bank"].get(item, 0) + qty
|
|
|
|
|
log(world, now, "gift", f"{giver['name']} gave {amount(item, qty)} to {receiver['name']}", giver["id"])
|
|
|
|
|
return None
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def sell(world: dict, player: dict, item: str, qty: int, now: float) -> str | None:
|
|
|
|
|
if qty <= 0 or player["bank"].get(item, 0) < qty:
|
|
|
|
|
return "You don't have that many"
|
|
|
|
|
bank_take(player, item, qty)
|
|
|
|
|
player["gold"] += int(qty * sell_price(world, item, now))
|
|
|
|
|
return None
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def sell_price(world: dict, item: str, now: float) -> float:
|
|
|
|
|
price = ITEMS[item]["value"]
|
|
|
|
|
if world["city"].get("merchant_until", 0) > now:
|
|
|
|
|
price *= 1.5
|
|
|
|
|
return price
|
|
|
|
|
|
|
|
|
|
|
2026-10-18 19:20:52 +01:00
|
|
|
def fund(world: dict, player: dict, key: str, item: str, qty: int | str, source: str, now: float) -> str | None:
|
|
|
|
|
"""Put materials towards a building. Funds are safe from raiders.
|
|
|
|
|
|
|
|
|
|
`source` is "bank" (the player's own, earns favour) or "city" (the
|
|
|
|
|
stockpile, or the treasury for gold). `qty` may be "all": as much as
|
|
|
|
|
the source has, up to what the fund still needs.
|
|
|
|
|
"""
|
2026-10-18 13:48:56 +01:00
|
|
|
city = world["city"]
|
|
|
|
|
if key not in BUILDINGS:
|
|
|
|
|
return "No such building"
|
2026-10-18 19:20:52 +01:00
|
|
|
if item != "gold" and item not in ITEMS:
|
|
|
|
|
return "No such item"
|
|
|
|
|
need = fund_missing(world, key).get(item, 0)
|
|
|
|
|
if not need:
|
|
|
|
|
return "The fund doesn't need that"
|
|
|
|
|
if source == "bank":
|
|
|
|
|
have = player["gold"] if item == "gold" else player["bank"].get(item, 0)
|
|
|
|
|
elif source == "city":
|
|
|
|
|
have = int(city["treasury"]) if item == "gold" else city["stockpile"].get(item, 0)
|
|
|
|
|
else:
|
|
|
|
|
return "Bad source"
|
|
|
|
|
if qty == "all":
|
|
|
|
|
qty = min(have, need)
|
|
|
|
|
if not isinstance(qty, int) or qty <= 0:
|
|
|
|
|
return "Nothing to give"
|
|
|
|
|
if qty > have:
|
|
|
|
|
return "Not enough to give"
|
|
|
|
|
qty = min(qty, need)
|
|
|
|
|
if source == "bank":
|
2026-10-18 13:48:56 +01:00
|
|
|
if item == "gold":
|
2026-10-18 19:20:52 +01:00
|
|
|
player["gold"] -= qty
|
2026-10-18 13:48:56 +01:00
|
|
|
else:
|
2026-10-18 19:20:52 +01:00
|
|
|
bank_take(player, item, qty)
|
|
|
|
|
gain = qty * (1 if item == "gold" else ITEMS[item]["value"])
|
2026-10-19 09:34:18 +01:00
|
|
|
player["favour"] += gain * city_rate(world, "favour")
|
2026-10-18 19:20:52 +01:00
|
|
|
player["donated"] += gain
|
|
|
|
|
elif item == "gold":
|
|
|
|
|
city["treasury"] -= qty
|
|
|
|
|
else:
|
|
|
|
|
take_stock(city, item, qty)
|
|
|
|
|
building = city["buildings"][key]
|
|
|
|
|
building["fund"][item] = building["fund"].get(item, 0) + qty
|
|
|
|
|
label = f"{qty:,} gold" if item == "gold" else amount(item, qty)
|
|
|
|
|
where = "" if source == "bank" else " from the city's stores"
|
|
|
|
|
log(world, now, "fund", f"{player['name']} put {label}{where} towards the {BUILDINGS[key]['name'].lower()}", player["id"])
|
|
|
|
|
_queue_if_funded(world, key, now)
|
|
|
|
|
_start_next(world, now)
|
2026-10-18 13:48:56 +01:00
|
|
|
return None
|
|
|
|
|
|
|
|
|
|
|
2026-10-18 19:20:52 +01:00
|
|
|
def take_stock(city: dict, item: str, qty: int) -> None:
|
|
|
|
|
left = city["stockpile"][item] - qty
|
|
|
|
|
if left > 0:
|
|
|
|
|
city["stockpile"][item] = left
|
|
|
|
|
else:
|
|
|
|
|
del city["stockpile"][item]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _queue_if_funded(world: dict, key: str, now: float) -> None:
|
|
|
|
|
city = world["city"]
|
|
|
|
|
if fund_target(world, key) is None or fund_missing(world, key):
|
|
|
|
|
return
|
|
|
|
|
busy = city["construction"] and city["construction"]["building"] == key
|
|
|
|
|
if key not in city["queue"] and not busy:
|
|
|
|
|
city["queue"].append(key)
|
|
|
|
|
log(world, now, "build", f"The {BUILDINGS[key]['name'].lower()} are fully funded"
|
|
|
|
|
if BUILDINGS[key]["name"].endswith("s") else f"The {BUILDINGS[key]['name'].lower()} is fully funded")
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _start_next(world: dict, now: float) -> None:
|
|
|
|
|
"""Start the next funded building, if the builders are free."""
|
|
|
|
|
city = world["city"]
|
|
|
|
|
while not city["construction"] and city["queue"]:
|
|
|
|
|
key = city["queue"].pop(0)
|
|
|
|
|
target = fund_target(world, key)
|
|
|
|
|
if target is None or fund_missing(world, key):
|
|
|
|
|
continue # its target changed while it waited (e.g. damaged); keep funding
|
|
|
|
|
building = city["buildings"][key]
|
|
|
|
|
for item, qty in target.items():
|
|
|
|
|
left = building["fund"][item] - qty
|
|
|
|
|
if left > 0:
|
|
|
|
|
building["fund"][item] = left
|
|
|
|
|
else:
|
|
|
|
|
del building["fund"][item]
|
|
|
|
|
repair = building["damaged"]
|
2026-10-19 09:24:45 +01:00
|
|
|
city["construction"] = {"building": key, "repair": repair, "start": now, "labour": 0.0,
|
|
|
|
|
"needed": labour_needed(building["level"], repair)}
|
2026-10-18 19:20:52 +01:00
|
|
|
verb = "Repairs to" if repair else "Work on"
|
|
|
|
|
log(world, now, "build", f"{verb} the {BUILDINGS[key]['name'].lower()} began")
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def population_view(world: dict) -> dict:
|
|
|
|
|
"""Population, food and tier, with the numbers that explain them."""
|
|
|
|
|
city = world["city"]
|
|
|
|
|
pop = city["population"]
|
|
|
|
|
room = housing(world)
|
|
|
|
|
if city["starving"]:
|
|
|
|
|
growth = -pop * 0.04
|
|
|
|
|
elif pop < room - 0.01:
|
|
|
|
|
growth = max(0.5, pop * GROWTH_PER_DAY)
|
|
|
|
|
elif pop > room:
|
|
|
|
|
growth = -pop * 0.05
|
|
|
|
|
else:
|
|
|
|
|
growth = 0.0
|
|
|
|
|
food = sum(city["stockpile"].get(item, 0) * ITEMS[item]["food"] for item in FOOD_ORDER)
|
|
|
|
|
tier = city["tier"]
|
|
|
|
|
following = TIERS[tier + 1] if tier + 1 < len(TIERS) else None
|
|
|
|
|
return {
|
|
|
|
|
"population": int(pop), "housing": room, "growth": round(growth, 1),
|
|
|
|
|
"food": food, "food_days": round(food / (pop * 0.5), 1) if pop else None,
|
|
|
|
|
"tier": tier, "tier_name": TIERS[tier]["name"],
|
|
|
|
|
"next_tier": following and {"name": following["name"], "pop": following["pop"]},
|
|
|
|
|
}
|
2026-10-18 13:48:56 +01:00
|
|
|
|
|
|
|
|
|
2026-10-18 22:13:50 +01:00
|
|
|
def best_kit(stock: dict, slot: str, stat: str, people: int) -> float:
|
|
|
|
|
"""Total `stat` when the best `slot` items in the stockpile go to `people` defenders."""
|
|
|
|
|
total = 0
|
|
|
|
|
for item in sorted((i for i in stock if ITEMS[i].get("slot") == slot), key=lambda i: -ITEMS[i].get(stat, 0)):
|
|
|
|
|
take = min(people, stock[item])
|
|
|
|
|
total += take * ITEMS[item].get(stat, 0)
|
|
|
|
|
people -= take
|
|
|
|
|
if not people:
|
|
|
|
|
break
|
|
|
|
|
return total
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def kit_count(stock: dict, slot: str) -> int:
|
|
|
|
|
return sum(qty for item, qty in stock.items() if ITEMS[item].get("slot") == slot)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def equip_problem(player: dict, item: str) -> str | None:
|
|
|
|
|
"""Why the player can't wear or use this yet, or None."""
|
|
|
|
|
req = ITEMS[item].get("req")
|
|
|
|
|
if req and skill_level(player, req[0]) < req[1]:
|
|
|
|
|
name = next(s["name"] for s in SKILLS if s["id"] == req[0])
|
|
|
|
|
return f"Needs {name.lower()} level {req[1]}"
|
|
|
|
|
return None
|
|
|
|
|
|
|
|
|
|
|
2026-10-18 13:48:56 +01:00
|
|
|
def defence(world: dict) -> dict:
|
|
|
|
|
"""The city's defence right now, part by part."""
|
|
|
|
|
city = world["city"]
|
|
|
|
|
pop = city["population"]
|
|
|
|
|
stock = city["stockpile"]
|
|
|
|
|
armed = int(pop // 2)
|
|
|
|
|
parts = {
|
|
|
|
|
"townsfolk": 10,
|
|
|
|
|
"walls": 20 * building_level(world, "walls"),
|
|
|
|
|
"militia": round(0.3 * building_level(world, "barracks") * pop, 1),
|
2026-10-18 22:13:50 +01:00
|
|
|
"weapons": round(0.35 * best_kit(stock, "weapon", "power", armed), 1),
|
|
|
|
|
"shields": round(0.5 * best_kit(stock, "shield", "armour", armed), 1),
|
2026-10-18 13:48:56 +01:00
|
|
|
"arrows": min(100, stock.get("arrows", 0) // 10),
|
2026-10-18 19:48:22 +01:00
|
|
|
"rallied": city.get("rally", 0),
|
2026-10-18 23:09:17 +01:00
|
|
|
"ward": ward(world),
|
2026-10-19 09:34:18 +01:00
|
|
|
"mercenaries": city.get("hired", 0),
|
2026-10-18 13:48:56 +01:00
|
|
|
"garrison": 0,
|
|
|
|
|
}
|
|
|
|
|
garrison = []
|
|
|
|
|
for player in world["players"].values():
|
|
|
|
|
if player["garrison"]:
|
|
|
|
|
power = combat_power(player) * (1.5 if player["cls"] == "warrior" else 1)
|
|
|
|
|
garrison.append({"id": player["id"], "name": player["name"], "power": round(power, 1)})
|
|
|
|
|
parts["garrison"] += power
|
|
|
|
|
total = sum(parts.values())
|
|
|
|
|
if city["starving"]:
|
|
|
|
|
total *= 0.8
|
|
|
|
|
return {"parts": parts, "garrison": garrison, "total": round(total, 1), "starving": city["starving"]}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def tick(world: dict, now: float, rng: random.Random | None = None) -> bool:
|
|
|
|
|
"""Advance the city and events to `now`. Returns True if anything changed."""
|
|
|
|
|
rng = rng or random.Random()
|
|
|
|
|
city = world["city"]
|
|
|
|
|
changed = False
|
|
|
|
|
step = HOUR / speed(world)
|
|
|
|
|
# Never replay more than two weeks if the server was off.
|
|
|
|
|
city["last_tick"] = max(city["last_tick"], now - 14 * DAY / speed(world))
|
|
|
|
|
while city["last_tick"] + step <= now:
|
|
|
|
|
city["last_tick"] += step
|
2026-10-19 09:34:18 +01:00
|
|
|
_happenings_hour(world, city["last_tick"], rng)
|
2026-10-18 13:48:56 +01:00
|
|
|
_city_hour(world, city["last_tick"])
|
|
|
|
|
changed = True
|
2026-10-19 09:34:18 +01:00
|
|
|
changed = _happenings_tracks(world, now, rng) or changed
|
2026-10-18 13:48:56 +01:00
|
|
|
construction = city["construction"]
|
2026-10-19 09:24:45 +01:00
|
|
|
if construction and construction["labour"] >= construction["needed"]:
|
|
|
|
|
_finish_construction(world, now)
|
|
|
|
|
_start_next(world, now)
|
2026-10-18 19:20:52 +01:00
|
|
|
changed = True
|
|
|
|
|
while city["tier"] + 1 < len(TIERS) and city["population"] >= TIERS[city["tier"] + 1]["pop"]:
|
|
|
|
|
city["tier"] += 1
|
|
|
|
|
tier = TIERS[city["tier"]]
|
|
|
|
|
log(world, now, "tier", f"The settlement has grown into a {tier['name'].lower()}! "
|
|
|
|
|
f"Buildings can go higher, and everyone gets {TIER_SLOTS} more bank slots.")
|
|
|
|
|
for key in BUILDINGS:
|
|
|
|
|
_queue_if_funded(world, key, now)
|
|
|
|
|
_start_next(world, now)
|
2026-10-18 13:48:56 +01:00
|
|
|
changed = True
|
|
|
|
|
if world["next_event_at"] and world["next_event_at"] <= now and not upcoming_event(world):
|
|
|
|
|
_announce(world, now, rng)
|
|
|
|
|
changed = True
|
|
|
|
|
for event in world["events"]:
|
|
|
|
|
if event["status"] == "upcoming" and event["fire_at"] <= now:
|
|
|
|
|
for player in world["players"].values():
|
|
|
|
|
process_player(world, player, event["fire_at"], rng)
|
|
|
|
|
_fire(world, event, now, rng)
|
|
|
|
|
world["next_event_at"] = now + rng.uniform(8, 24) * HOUR / speed(world)
|
|
|
|
|
changed = True
|
|
|
|
|
return changed
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _city_hour(world: dict, now: float) -> None:
|
|
|
|
|
city = world["city"]
|
|
|
|
|
pop = city["population"]
|
2026-10-19 09:24:45 +01:00
|
|
|
if city["construction"]:
|
|
|
|
|
city["construction"]["labour"] += pop * TOWNSFOLK_LABOUR
|
2026-10-19 09:34:18 +01:00
|
|
|
city["food_due"] += pop * 0.5 / 24 * city_rate(world, "food") * (1.5 if city.get("cold") else 1)
|
2026-10-18 13:48:56 +01:00
|
|
|
stock = city["stockpile"]
|
|
|
|
|
for item in FOOD_ORDER:
|
|
|
|
|
while city["food_due"] >= ITEMS[item]["food"] and stock.get(item, 0) > 0:
|
|
|
|
|
stock[item] -= 1
|
|
|
|
|
if not stock[item]:
|
|
|
|
|
del stock[item]
|
|
|
|
|
city["food_due"] -= ITEMS[item]["food"]
|
|
|
|
|
was_starving = city["starving"]
|
|
|
|
|
city["starving"] = city["food_due"] >= 1
|
|
|
|
|
if city["starving"]:
|
|
|
|
|
city["food_due"] = min(city["food_due"], pop)
|
|
|
|
|
city["population"] = max(5.0, pop * (1 - 0.04 / 24))
|
|
|
|
|
if not was_starving:
|
|
|
|
|
log(world, now, "city", "The granary is empty. People are going hungry and some are leaving.")
|
|
|
|
|
else:
|
|
|
|
|
room = housing(world)
|
|
|
|
|
if pop < room:
|
2026-10-19 09:34:18 +01:00
|
|
|
city["population"] = min(room, pop + max(0.5, pop * GROWTH_PER_DAY) * city_rate(world, "growth") / 24)
|
2026-10-18 13:48:56 +01:00
|
|
|
elif pop > room:
|
|
|
|
|
city["population"] = max(room, pop - pop * 0.05 / 24)
|
|
|
|
|
city["treasury"] += pop * 0.5 / 24
|
|
|
|
|
|
|
|
|
|
|
2026-10-19 09:24:45 +01:00
|
|
|
def labour_needed(level: int, repair: bool) -> float:
|
|
|
|
|
"""Labour to raise a building from `level`, or to repair it at that level."""
|
|
|
|
|
if repair:
|
|
|
|
|
return LABOUR_PER_LEVEL * max(1, level) * 0.25
|
|
|
|
|
return LABOUR_PER_LEVEL * (level + 1)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def labour_per_action(player: dict) -> float:
|
|
|
|
|
return 1 + skill_level(player, "construction") // 20 # one more labour every 20 levels
|
|
|
|
|
|
|
|
|
|
|
2026-10-18 13:48:56 +01:00
|
|
|
def _finish_construction(world: dict, now: float) -> None:
|
|
|
|
|
city = world["city"]
|
|
|
|
|
work = city["construction"]
|
|
|
|
|
building = city["buildings"][work["building"]]
|
|
|
|
|
name = BUILDINGS[work["building"]]["name"]
|
|
|
|
|
if work["repair"]:
|
|
|
|
|
building["damaged"] = False
|
|
|
|
|
log(world, now, "build", f"The {name.lower()} have been repaired" if name.endswith("s")
|
|
|
|
|
else f"The {name.lower()} has been repaired")
|
|
|
|
|
else:
|
|
|
|
|
building["level"] += 1
|
|
|
|
|
log(world, now, "build", f"{name} reached level {building['level']}")
|
|
|
|
|
city["construction"] = None
|
2026-10-18 19:20:52 +01:00
|
|
|
# Leftover materials may already cover the next step.
|
|
|
|
|
_queue_if_funded(world, work["building"], now)
|
2026-10-18 13:48:56 +01:00
|
|
|
|
|
|
|
|
|
|
|
|
|
# --- events --------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
def _announce(world: dict, now: float, rng: random.Random) -> None:
|
|
|
|
|
city = world["city"]
|
|
|
|
|
hours = HOUR / speed(world)
|
2026-10-19 09:34:18 +01:00
|
|
|
first = not any(e["kind"] in ("raid", "dragon") for e in world["events"])
|
|
|
|
|
day = (now - world["created"]) * speed(world) / DAY
|
|
|
|
|
# The major-threat track: mostly bandits, sometimes (after the first days) a dragon.
|
|
|
|
|
kind = "dragon" if not first and day >= 5 and rng.random() < 0.15 else "raid"
|
2026-10-18 13:48:56 +01:00
|
|
|
event = {
|
|
|
|
|
"id": world["next_event_id"], "kind": kind, "status": "upcoming",
|
|
|
|
|
"announced": now, "recon": 0, "sabotage": 0.0, "jitter": rng.uniform(-1, 1),
|
|
|
|
|
}
|
|
|
|
|
world["next_event_id"] += 1
|
2026-10-19 09:34:18 +01:00
|
|
|
# Bigger, richer and older cities draw bigger threats; every win draws a bolder one.
|
|
|
|
|
wealth = city["treasury"] + stockpile_value(city)
|
|
|
|
|
strength = (15 + 4 * day + 0.8 * city["population"] + 1.2 * math.sqrt(wealth)) * (1 + 0.08 * city["repelled"])
|
|
|
|
|
if kind == "dragon":
|
|
|
|
|
event.update({
|
|
|
|
|
"fire_at": now + rng.uniform(30, 54) * hours,
|
|
|
|
|
"strength": round(strength * 1.5 * rng.uniform(0.9, 1.15), 1),
|
|
|
|
|
"group": rng.choice(DRAGONS),
|
|
|
|
|
"trait": rng.choice(DRAGON_TRAITS),
|
|
|
|
|
})
|
|
|
|
|
log(world, now, "event", "Herders report scorched pastures in the hills")
|
|
|
|
|
elif kind == "raid":
|
2026-10-18 13:48:56 +01:00
|
|
|
event.update({
|
|
|
|
|
"fire_at": now + rng.uniform(30, 54) * hours,
|
|
|
|
|
"strength": round(strength * rng.uniform(0.85, 1.2), 1),
|
|
|
|
|
"group": rng.choice(RAID_GROUPS),
|
|
|
|
|
"trait": rng.choice(RAID_TRAITS),
|
|
|
|
|
})
|
|
|
|
|
log(world, now, "event", "Rumours of bandits on the roads reach the council")
|
|
|
|
|
world["events"].append(event)
|
|
|
|
|
del world["events"][:-30]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def intel_level(world: dict, event: dict) -> int:
|
|
|
|
|
return min(3, building_level(world, "spymaster") + event["recon"] // RECON_PER_INTEL)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
SIZE_LABELS = [(30, "small"), (60, "medium"), (100, "large"), (math.inf, "huge")]
|
|
|
|
|
WINDOW_HOURS = [24, 8, 2, 0]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def event_view(world: dict, event: dict, now: float) -> dict:
|
|
|
|
|
"""What the city knows about an upcoming event, filtered by intel."""
|
|
|
|
|
level = intel_level(world, event)
|
|
|
|
|
half = WINDOW_HOURS[level] * HOUR / speed(world)
|
|
|
|
|
centre = event["fire_at"] + event["jitter"] * half * 0.6
|
|
|
|
|
view = {
|
|
|
|
|
"id": event["id"], "kind": event["kind"], "intel": level,
|
|
|
|
|
"earliest": max(now, centre - half), "latest": max(now, centre + half),
|
|
|
|
|
"exact": event["fire_at"] if level >= 3 else None,
|
|
|
|
|
"recon": event["recon"], "recon_next": RECON_PER_INTEL - event["recon"] % RECON_PER_INTEL,
|
|
|
|
|
}
|
2026-10-19 09:34:18 +01:00
|
|
|
if event["kind"] == "dragon":
|
|
|
|
|
strength = event["strength"]
|
|
|
|
|
view["headline"] = "Herders whisper of scorched pastures in the hills."
|
|
|
|
|
if level >= 1:
|
|
|
|
|
view["headline"] = "A dragon has been seen over the hills, and it's coming closer."
|
|
|
|
|
view["size"] = next(label for limit, label in SIZE_LABELS if strength < limit)
|
|
|
|
|
if level >= 2:
|
|
|
|
|
spread = 0.25 * strength
|
|
|
|
|
low = strength - spread * (1 + event["jitter"]) / 2
|
|
|
|
|
view["range"] = [round(low), round(low + spread)]
|
|
|
|
|
view["group"] = event["group"]
|
|
|
|
|
view["headline"] = f"{upper_first(event['group'])} is coming for the city."
|
|
|
|
|
if level >= 3:
|
|
|
|
|
view["strength"] = round(strength)
|
|
|
|
|
view["trait"] = event["trait"]
|
|
|
|
|
view["requests"] = council_requests(world, event)
|
|
|
|
|
elif event["kind"] == "raid":
|
2026-10-18 13:48:56 +01:00
|
|
|
strength = event["strength"] * (1 - event["sabotage"])
|
|
|
|
|
view["headline"] = "Travellers speak of trouble on the roads."
|
|
|
|
|
if level >= 1:
|
|
|
|
|
size = next(label for limit, label in SIZE_LABELS if strength < limit)
|
|
|
|
|
view["headline"] = f"A {size} bandit band is gathering in the hills."
|
|
|
|
|
view["size"] = size
|
|
|
|
|
if level >= 2:
|
|
|
|
|
spread = 0.25 * strength
|
|
|
|
|
low = strength - spread * (1 + event["jitter"]) / 2
|
|
|
|
|
view["range"] = [round(low), round(low + spread)]
|
|
|
|
|
view["group"] = event["group"]
|
|
|
|
|
view["headline"] = f"{upper_first(event["group"])} are gathering in the hills."
|
|
|
|
|
if level >= 3:
|
|
|
|
|
view["strength"] = round(strength)
|
|
|
|
|
view["trait"] = event["trait"]
|
|
|
|
|
view["camp"] = True
|
|
|
|
|
view["sabotage"] = round(event["sabotage"] * 100)
|
|
|
|
|
view["requests"] = council_requests(world, event)
|
|
|
|
|
elif event["kind"] == "merchant":
|
|
|
|
|
view["headline"] = "A merchant caravan is on its way. Everything sells for half again as much while it's here."
|
|
|
|
|
else:
|
|
|
|
|
view["headline"] = f"About {event['people']} refugees are walking towards the city, hoping for a roof."
|
|
|
|
|
return view
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def council_requests(world: dict, event: dict) -> list[dict]:
|
|
|
|
|
city = world["city"]
|
|
|
|
|
stock = city["stockpile"]
|
|
|
|
|
strength = event["strength"]
|
|
|
|
|
armed = int(city["population"] // 2)
|
|
|
|
|
wants = [
|
|
|
|
|
("arrows", min(1000, 50 * math.ceil(strength * 4 / 50))),
|
|
|
|
|
("copper_sword", min(armed, max(5, math.ceil(strength / 6)))),
|
|
|
|
|
("bread", math.ceil(city["population"] * 1.5)),
|
|
|
|
|
]
|
2026-10-18 22:13:50 +01:00
|
|
|
if building_level(world, "smithy") >= 1:
|
2026-10-18 13:48:56 +01:00
|
|
|
wants.append(("iron_shield", min(armed, math.ceil(strength / 10))))
|
|
|
|
|
requests = []
|
|
|
|
|
for item, qty in wants:
|
|
|
|
|
have = stock.get(item, 0)
|
2026-10-18 22:13:50 +01:00
|
|
|
if item in ("copper_sword", "iron_shield"):
|
|
|
|
|
have = kit_count(stock, ITEMS[item]["slot"])
|
2026-10-18 13:48:56 +01:00
|
|
|
if item == "bread":
|
|
|
|
|
have = sum(stock.get(food, 0) * ITEMS[food]["food"] for food in FOOD_ORDER)
|
2026-10-18 22:13:50 +01:00
|
|
|
label = {"copper_sword": "Swords (any)", "iron_shield": "Shields (any)", "bread": "Food (any)"}[item] \
|
|
|
|
|
if item in ("copper_sword", "iron_shield", "bread") else ITEMS[item]["name"]
|
|
|
|
|
requests.append({"item": item, "label": label, "want": qty, "have": have})
|
2026-10-18 13:48:56 +01:00
|
|
|
return requests
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _fire(world: dict, event: dict, now: float, rng: random.Random) -> None:
|
|
|
|
|
event["status"] = "done"
|
|
|
|
|
event["resolved"] = now
|
|
|
|
|
if event["kind"] == "raid":
|
|
|
|
|
_resolve_raid(world, event, now, rng)
|
2026-10-19 09:34:18 +01:00
|
|
|
elif event["kind"] == "dragon":
|
|
|
|
|
_resolve_dragon(world, event, now, rng)
|
2026-10-18 13:48:56 +01:00
|
|
|
elif event["kind"] == "merchant":
|
|
|
|
|
world["city"]["merchant_until"] = now + 12 * HOUR / speed(world)
|
|
|
|
|
event["report"] = {"title": "A merchant caravan has arrived",
|
|
|
|
|
"lines": ["For the next 12 hours, everything sells for 50% more."]}
|
|
|
|
|
log(world, now, "event", "The merchant caravan arrived. Prices are up for 12 hours")
|
|
|
|
|
else:
|
|
|
|
|
city = world["city"]
|
|
|
|
|
room = max(0, housing(world) - int(city["population"]))
|
|
|
|
|
taken = min(room, event["people"])
|
|
|
|
|
city["population"] += taken
|
|
|
|
|
lines = [f"{taken} of {event['people']} refugees found a home."]
|
|
|
|
|
if taken < event["people"]:
|
|
|
|
|
lines.append("The rest moved on. More houses would have kept them.")
|
|
|
|
|
event["report"] = {"title": "Refugees arrived", "lines": lines}
|
|
|
|
|
log(world, now, "event", f"{taken} refugees settled in the city")
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _resolve_raid(world: dict, event: dict, now: float, rng: random.Random) -> None:
|
|
|
|
|
city = world["city"]
|
|
|
|
|
stock = city["stockpile"]
|
|
|
|
|
attack = event["strength"] * (1 - event["sabotage"])
|
|
|
|
|
guard = defence(world)
|
|
|
|
|
ratio = guard["total"] / attack if attack else 9
|
|
|
|
|
garrison = guard["garrison"]
|
|
|
|
|
lines = []
|
|
|
|
|
if event["sabotage"]:
|
|
|
|
|
lines.append(f"Sabotage weakened the raiders by {round(event['sabotage'] * 100)}%.")
|
|
|
|
|
report = {
|
|
|
|
|
"group": event["group"], "attack": round(attack), "defence": guard["total"],
|
|
|
|
|
"parts": guard["parts"], "garrison": garrison,
|
|
|
|
|
}
|
|
|
|
|
if ratio >= 1:
|
|
|
|
|
loot = round(attack * 2)
|
|
|
|
|
city["treasury"] += loot
|
|
|
|
|
city["repelled"] += 1
|
|
|
|
|
_use_up(stock, "arrows", 0.3)
|
|
|
|
|
report["title"] = f"Victory! {upper_first(event["group"])} were driven off"
|
|
|
|
|
lines.append(f"The raiders fled and left {loot} gold worth of plunder behind.")
|
|
|
|
|
for entry in garrison:
|
|
|
|
|
player = world["players"][entry["id"]]
|
|
|
|
|
player["favour"] += 25
|
|
|
|
|
gain_xp(world, player, "combat", round(attack * 5), now)
|
|
|
|
|
if garrison:
|
|
|
|
|
lines.append("Everyone in the garrison earned 25 favour and combat experience.")
|
|
|
|
|
log(world, now, "raid", f"{upper_first(event["group"])} were driven off")
|
|
|
|
|
else:
|
|
|
|
|
severity = min(1.0, 1 - ratio)
|
|
|
|
|
shelter = 1 - 0.08 * building_level(world, "walls")
|
|
|
|
|
lost_people = int(city["population"] * (0.1 + 0.3 * severity))
|
|
|
|
|
city["population"] = max(5.0, city["population"] - lost_people)
|
|
|
|
|
share = min(0.9, (0.2 + 0.5 * severity) * shelter)
|
|
|
|
|
taken = {}
|
|
|
|
|
for item in list(stock):
|
|
|
|
|
gone = int(stock[item] * share)
|
|
|
|
|
if gone:
|
|
|
|
|
taken[item] = gone
|
|
|
|
|
stock[item] -= gone
|
|
|
|
|
if not stock[item]:
|
|
|
|
|
del stock[item]
|
|
|
|
|
gold = int(city["treasury"] * share)
|
|
|
|
|
city["treasury"] -= gold
|
|
|
|
|
_use_up(stock, "arrows", 0.6)
|
|
|
|
|
report["title"] = f"Defeat. {upper_first(event["group"])} broke into the city"
|
|
|
|
|
lines.append(f"{lost_people} townsfolk were killed or fled.")
|
|
|
|
|
if gold or taken:
|
|
|
|
|
stolen = ", ".join(amount(item, qty) for item, qty in taken.items())
|
|
|
|
|
lines.append(f"The raiders carried off {gold:,} gold" + (f" and {stolen}." if stolen else "."))
|
|
|
|
|
built = [key for key, b in city["buildings"].items() if b["level"] and not b["damaged"]]
|
|
|
|
|
if severity > 0.35 and built:
|
|
|
|
|
key = rng.choice(built)
|
|
|
|
|
city["buildings"][key]["damaged"] = True
|
2026-10-18 19:20:52 +01:00
|
|
|
_queue_if_funded(world, key, now)
|
2026-10-18 13:48:56 +01:00
|
|
|
lines.append(f"The {BUILDINGS[key]['name'].lower()} were damaged and won't work until repaired."
|
|
|
|
|
if BUILDINGS[key]["name"].endswith("s") else
|
|
|
|
|
f"The {BUILDINGS[key]['name'].lower()} was damaged and won't work until repaired.")
|
|
|
|
|
lines.append("A smaller, poorer city will draw less attention for a while.")
|
|
|
|
|
for entry in garrison:
|
|
|
|
|
gain_xp(world, world["players"][entry["id"]], "combat", round(attack * 2), now)
|
|
|
|
|
log(world, now, "raid", f"{upper_first(event["group"])} broke into the city")
|
|
|
|
|
report["lines"] = lines
|
|
|
|
|
event["report"] = report
|
|
|
|
|
for player in world["players"].values():
|
|
|
|
|
player["garrison"] = False
|
2026-10-18 19:48:22 +01:00
|
|
|
city["rally"] = city["rallies"] = 0
|
2026-10-18 23:09:17 +01:00
|
|
|
city["devotion"] = 0
|
2026-10-19 09:34:18 +01:00
|
|
|
city["hired"] = 0
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _resolve_dragon(world: dict, event: dict, now: float, rng: random.Random) -> None:
|
|
|
|
|
city = world["city"]
|
|
|
|
|
stock = city["stockpile"]
|
|
|
|
|
attack = event["strength"]
|
|
|
|
|
guard = defence(world)
|
|
|
|
|
garrison = guard["garrison"]
|
|
|
|
|
report = {"group": event["group"], "attack": round(attack), "defence": guard["total"],
|
|
|
|
|
"parts": guard["parts"], "garrison": garrison, "icon": "🐉"}
|
|
|
|
|
lines = []
|
|
|
|
|
if guard["total"] >= attack:
|
|
|
|
|
city["repelled"] += 1
|
|
|
|
|
city["treasury"] += round(attack)
|
|
|
|
|
_use_up(stock, "arrows", 0.5)
|
|
|
|
|
report["title"] = f"Victory! {upper_first(event['group'])} was driven off"
|
|
|
|
|
lines.append(f"It fled wounded, dropping a hoard worth {round(attack):,} gold.")
|
|
|
|
|
for entry in garrison:
|
|
|
|
|
player = world["players"][entry["id"]]
|
|
|
|
|
player["favour"] += 40
|
|
|
|
|
gain_xp(world, player, "combat", round(attack * 6), now)
|
|
|
|
|
bank_add(world, player, "dragon_bones", 2, now, empty_summary())
|
|
|
|
|
bank_add(world, player, "green_dragonhide", 1, now, empty_summary())
|
|
|
|
|
if garrison:
|
|
|
|
|
lines.append("Everyone in the garrison earned 40 favour, combat experience, dragon bones and a hide.")
|
|
|
|
|
log(world, now, "raid", report["title"])
|
|
|
|
|
else:
|
|
|
|
|
severity = min(1.0, 1 - guard["total"] / attack)
|
|
|
|
|
lost = int(city["population"] * (0.05 + 0.15 * severity))
|
|
|
|
|
city["population"] = max(5.0, city["population"] - lost)
|
|
|
|
|
share = min(0.8, 0.2 + 0.4 * severity)
|
|
|
|
|
burned = _take_share(stock, WOOD, share * (1 - 0.25 * building_level(world, "lumber_shed")))
|
|
|
|
|
burned.update(_take_share(stock, _food_items(stock), share * (1 - 0.25 * building_level(world, "granary"))))
|
|
|
|
|
name = _damage_building(world, now, rng)
|
|
|
|
|
_use_up(stock, "arrows", 0.7)
|
|
|
|
|
report["title"] = f"{upper_first(event['group'])} set the city ablaze"
|
|
|
|
|
lines.append(f"{lost} townsfolk were lost in the flames.")
|
|
|
|
|
if burned:
|
|
|
|
|
lines.append(f"It burned {_listing(burned)}.")
|
|
|
|
|
if name:
|
|
|
|
|
lines.append(f"The {name.lower()} {'were' if name.endswith('s') else 'was'} damaged and needs repairs.")
|
|
|
|
|
for entry in garrison:
|
|
|
|
|
gain_xp(world, world["players"][entry["id"]], "combat", round(attack * 2), now)
|
|
|
|
|
log(world, now, "raid", report["title"])
|
|
|
|
|
report["lines"] = lines
|
|
|
|
|
event["report"] = report
|
|
|
|
|
for player in world["players"].values():
|
|
|
|
|
player["garrison"] = False
|
|
|
|
|
city["rally"] = city["rallies"] = 0
|
|
|
|
|
city["devotion"] = 0
|
|
|
|
|
city["hired"] = 0
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _work_problem(world: dict, player: dict, action: dict, now: float) -> None:
|
|
|
|
|
problem = active_problem(world, action["problem"])
|
|
|
|
|
if not problem:
|
|
|
|
|
return
|
|
|
|
|
problem["work"] += 1
|
|
|
|
|
if problem["work"] >= PROBLEMS[problem["kind"]]["work"]:
|
|
|
|
|
_solve(world, problem, now, player["name"])
|
2026-10-18 13:48:56 +01:00
|
|
|
|
|
|
|
|
|
|
|
|
|
def _use_up(stock: dict, item: str, share: float) -> None:
|
|
|
|
|
if stock.get(item):
|
|
|
|
|
stock[item] -= int(stock[item] * share)
|
|
|
|
|
if not stock[item]:
|
|
|
|
|
del stock[item]
|
|
|
|
|
|
|
|
|
|
|
2026-10-19 09:34:18 +01:00
|
|
|
# --- happenings: weather, seasons, hardships, fortunes, minor threats ---------
|
|
|
|
|
# Raids and dragons keep their own announced rhythm (the major-threat track
|
|
|
|
|
# above). Three more tracks run beside it on their own cooldowns, and the
|
|
|
|
|
# weather rolls every few hours, leaning towards whatever the season favours.
|
|
|
|
|
|
|
|
|
|
SEASONS = [("Spring", "🌱"), ("Summer", "☀️"), ("Autumn", "🍂"), ("Winter", "❄️")]
|
|
|
|
|
SEASON_DAYS = 7
|
|
|
|
|
|
|
|
|
|
# `speed` multiplies action time (below 1 is faster), `yield` multiplies output,
|
|
|
|
|
# `food` multiplies what the townsfolk eat, `firewood` is logs per person per hour.
|
|
|
|
|
WEATHER = {
|
|
|
|
|
"clear": {"name": "Clear skies", "icon": "🌤️", "text": "Nothing out of the ordinary"},
|
|
|
|
|
"rain": {"name": "Rain", "icon": "🌧️", "speed": {"farming": 0.9}, "text": "Farming 10% faster"},
|
|
|
|
|
"heat": {"name": "Heat wave", "icon": "🥵", "speed": {"farming": 0.85}, "food": 1.15,
|
|
|
|
|
"text": "Farming 15% faster, but food spoils faster"},
|
|
|
|
|
"storm": {"name": "Storm", "icon": "⛈️", "speed": {"fishing": 1.25}, "text": "Fishing 25% slower"},
|
|
|
|
|
"fog": {"name": "Fog", "icon": "🌫️", "speed": {"reconnaissance": 1.3, "hunting": 1.1},
|
|
|
|
|
"text": "Scouting 30% and hunting 10% slower"},
|
|
|
|
|
"snow": {"name": "Snow", "icon": "🌨️", "speed": {"hunting": 1.2}, "firewood": 0.05,
|
|
|
|
|
"text": "Hunting 20% slower, and the city burns firewood"},
|
|
|
|
|
}
|
|
|
|
|
SEASON_WEATHER = [
|
|
|
|
|
{"clear": 35, "rain": 40, "storm": 10, "fog": 15},
|
|
|
|
|
{"clear": 45, "heat": 30, "rain": 15, "storm": 10},
|
|
|
|
|
{"clear": 30, "rain": 30, "storm": 25, "fog": 15},
|
|
|
|
|
{"clear": 30, "snow": 45, "fog": 15, "storm": 10},
|
|
|
|
|
]
|
|
|
|
|
FIREWOOD = ("logs", "oak_logs", "willow_logs", "maple_logs", "yew_logs", "magic_logs")
|
|
|
|
|
WOOD = FIREWOOD + tuple(plank for plank, _name in PLANKS)
|
|
|
|
|
|
|
|
|
|
# Minor threats: they slow or block a skill until someone deals with them,
|
|
|
|
|
# either by working a special action (`work` completions) or by donating (`need`).
|
|
|
|
|
PROBLEMS = {
|
|
|
|
|
"collapse": {"name": "Mine collapse", "icon": "⛰️", "need": {"plank": 30},
|
|
|
|
|
"block": {"mining": "The mine has collapsed: shore it up with planks"}, "allow": ["mine_stone"],
|
|
|
|
|
"text": "A shaft caved in. Ore can't be mined until the mine is shored up with planks."},
|
|
|
|
|
"wolves": {"name": "Wolves at the farms", "icon": "🐺", "yield": {"farming": 0.5}, "work": 10, "action": "clear_wolves",
|
|
|
|
|
"text": "A pack is harrying the fields. Farming yields are halved until fighters drive them off."},
|
|
|
|
|
"bear": {"name": "Bear in the woods", "icon": "🐻", "speed": {"woodcutting": 1.5}, "work": 8, "action": "drive_bear",
|
|
|
|
|
"text": "Woodcutters won't go near it. Woodcutting is much slower until hunters drive it off."},
|
|
|
|
|
"goblins": {"name": "Goblin thieves", "icon": "👺", "steal": 0.01, "work": 10, "action": "catch_goblins",
|
|
|
|
|
"text": "Goblins raid the stockpile every hour until fighters catch them."},
|
|
|
|
|
"rockslide": {"name": "Rockslide on the quarry road", "icon": "🪨", "work": 25, "action": "clear_rockslide",
|
|
|
|
|
"block": {"mining": "The quarry road is blocked by a rockslide"}, "only": ["mine_stone"],
|
|
|
|
|
"text": "No stone can be quarried until builders clear the road."},
|
|
|
|
|
"flood": {"name": "Flooded fishing grounds", "icon": "🌊", "speed": {"fishing": 1.5}, "need": {"plank": 20}, "lasts": 36,
|
|
|
|
|
"text": "The river burst its banks. Fishing is slow until it drops in a day and a half, or a dam of planks holds it back."},
|
|
|
|
|
"boars": {"name": "Boars trampling the crops", "icon": "🐗", "yield": {"farming": 0.6}, "work": 10, "action": "cull_boars",
|
|
|
|
|
"text": "A herd is trampling the fields. Farming yields are down until hunters cull them."},
|
|
|
|
|
"rats": {"name": "Rats in the granary", "icon": "🐀", "steal_food": 0.03, "work": 12, "action": "catch_rats",
|
|
|
|
|
"text": "Rats eat into the city's food every hour until someone catches them."},
|
|
|
|
|
}
|
|
|
|
|
MINOR_THREATS = ("collapse", "wolves", "bear", "goblins", "rockslide", "flood", "boars")
|
|
|
|
|
PROBLEM_ACTIONS = [
|
|
|
|
|
_action("clear_wolves", "combat", "Drive off the wolves", 1, 60, 16, difficulty=6, damage=3,
|
|
|
|
|
special="problem", problem="wolves"),
|
|
|
|
|
_action("catch_goblins", "combat", "Catch the goblin thieves", 1, 60, 16, difficulty=8, damage=3,
|
|
|
|
|
special="problem", problem="goblins"),
|
|
|
|
|
_action("drive_bear", "hunting", "Drive off the bear", 1, 45, 14, special="problem", problem="bear"),
|
|
|
|
|
_action("cull_boars", "hunting", "Cull the boar herd", 1, 45, 14, special="problem", problem="boars"),
|
|
|
|
|
_action("catch_rats", "hunting", "Catch the rats", 1, 30, 8, special="problem", problem="rats"),
|
|
|
|
|
_action("clear_rockslide", "construction", "Clear the rockslide", 1, 30, 10, special="problem", problem="rockslide"),
|
|
|
|
|
]
|
|
|
|
|
ACTIONS.extend(PROBLEM_ACTIONS)
|
|
|
|
|
ACTION_BY_ID.update({action["id"]: action for action in PROBLEM_ACTIONS})
|
|
|
|
|
ITEMS["water_barrel"] = {"name": "Water barrel", "icon": "🛢️", "value": 20}
|
|
|
|
|
_barrel = _action("cooper_barrel", "construction", "Water barrel", 10, 35, 18,
|
|
|
|
|
{"oak_plank": 2, "iron_bar": 1}, {"water_barrel": 1}, group="Supplies")
|
|
|
|
|
ACTIONS.append(_barrel)
|
|
|
|
|
ACTION_BY_ID[_barrel["id"]] = _barrel
|
|
|
|
|
|
|
|
|
|
# (weights by season, spring to winter)
|
|
|
|
|
HARDSHIPS = {"sickness": [2, 1, 2, 3], "locusts": [1, 3, 2, 0], "rot": [3, 1, 3, 1], "storm": [1, 1, 3, 1],
|
|
|
|
|
"rats": [2, 2, 2, 2], "fire": [1, 2, 1, 2], "winter": [0, 0, 0, 4], "drought": [0, 4, 1, 0]}
|
|
|
|
|
FORTUNES = {"merchant": [12] * 4, "refugees": [10] * 4, "master": [16] * 4, "harvest": [10, 10, 12, 0],
|
|
|
|
|
"rich_vein": [10] * 4, "salmon": [10, 8, 4, 0], "festival": [8] * 4, "noble": [8] * 4,
|
|
|
|
|
"pilgrims": [8] * 4, "mercenaries": [6] * 4, "cargo": [10] * 4}
|
|
|
|
|
TRACK_HOURS = {"minor": (48, 96), "hardship": (48, 96), "fortune": (36, 72)}
|
|
|
|
|
|
|
|
|
|
|
2026-10-19 09:42:36 +01:00
|
|
|
def calendar_day(world: dict, now: float) -> int:
|
|
|
|
|
"""Days since the world began, counting midnights in the server's timezone (0 on the first day).
|
|
|
|
|
|
|
|
|
|
A sped-up dev world has no calendar to speak of, so it counts 24-hour stretches instead.
|
|
|
|
|
"""
|
|
|
|
|
if speed(world) != 1:
|
|
|
|
|
return int((now - world["created"]) * speed(world) // DAY)
|
|
|
|
|
return (date.fromtimestamp(now) - date.fromtimestamp(world["created"])).days
|
|
|
|
|
|
|
|
|
|
|
2026-10-19 09:34:18 +01:00
|
|
|
def season(world: dict, now: float) -> dict:
|
2026-10-19 09:42:36 +01:00
|
|
|
day = calendar_day(world, now)
|
|
|
|
|
index = day // SEASON_DAYS % len(SEASONS)
|
2026-10-19 09:34:18 +01:00
|
|
|
name, icon = SEASONS[index]
|
2026-10-19 09:42:36 +01:00
|
|
|
return {"index": index, "name": name, "icon": icon, "day": day % SEASON_DAYS + 1}
|
2026-10-19 09:34:18 +01:00
|
|
|
|
|
|
|
|
|
|
|
|
|
def _pick(weights: dict, rng: random.Random) -> str:
|
|
|
|
|
keys = [key for key, weight in weights.items() if weight > 0]
|
|
|
|
|
return rng.choices(keys, [weights[key] for key in keys])[0]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _roll_weather(world: dict, now: float, rng: random.Random, current: str | None = None) -> str:
|
|
|
|
|
if current and rng.random() < 0.4:
|
|
|
|
|
return current
|
|
|
|
|
return _pick(SEASON_WEATHER[season(world, now)["index"]], rng)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _modifier_sources(world: dict) -> list[dict]:
|
|
|
|
|
city = world["city"]
|
|
|
|
|
sources = [WEATHER[city["weather"]["kind"]]] + city["effects"]
|
|
|
|
|
sources += [PROBLEMS[problem["kind"]] for problem in city["problems"]]
|
|
|
|
|
return sources
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def skill_mods(world: dict, action: dict) -> dict:
|
|
|
|
|
"""How weather, happenings and problems change this action right now."""
|
|
|
|
|
skill = action["skill"]
|
|
|
|
|
mods = {"speed": 1.0, "yield": 1.0, "xp": 1.0, "blocked": None}
|
|
|
|
|
for source in _modifier_sources(world):
|
|
|
|
|
mods["speed"] *= source.get("speed", {}).get(skill, 1)
|
|
|
|
|
mods["yield"] *= source.get("yield", {}).get(skill, 1)
|
|
|
|
|
mods["xp"] *= source.get("xp", {}).get(skill, 1)
|
|
|
|
|
if action.get("special") != "problem":
|
|
|
|
|
for problem in world["city"]["problems"]:
|
|
|
|
|
spec = PROBLEMS[problem["kind"]]
|
|
|
|
|
reason = spec.get("block", {}).get(skill)
|
|
|
|
|
if reason and (action["id"] in spec.get("only", [action["id"]])) and action["id"] not in spec.get("allow", []):
|
|
|
|
|
mods["blocked"] = reason
|
|
|
|
|
return mods
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def city_rate(world: dict, key: str) -> float:
|
|
|
|
|
"""The product of a city-wide factor (food, growth, favour) across everything active."""
|
|
|
|
|
rate = 1.0
|
|
|
|
|
for source in _modifier_sources(world):
|
|
|
|
|
rate *= source.get(key, 1)
|
|
|
|
|
return rate
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def active_problem(world: dict, kind: str) -> dict | None:
|
|
|
|
|
return next((p for p in world["city"]["problems"] if p["kind"] == kind), None)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _record(world: dict, now: float, track: str, kind: str, icon: str, title: str, lines: list[str]) -> None:
|
|
|
|
|
"""A happening for the history list and the ledger."""
|
|
|
|
|
world["events"].append({"id": world["next_event_id"], "kind": kind, "track": track, "status": "done",
|
|
|
|
|
"announced": now, "fire_at": now, "resolved": now,
|
|
|
|
|
"report": {"title": title, "icon": icon, "lines": lines}})
|
|
|
|
|
world["next_event_id"] += 1
|
|
|
|
|
del world["events"][:-60]
|
|
|
|
|
log(world, now, track, title)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _add_effect(world: dict, now: float, hours: float, **effect) -> None:
|
|
|
|
|
world["city"]["effects"].append({**effect, "until": now + hours * HOUR / speed(world)})
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _take_share(stock: dict, items, share: float) -> dict:
|
|
|
|
|
taken = {}
|
|
|
|
|
for item in [i for i in items if stock.get(i)]:
|
|
|
|
|
gone = int(stock[item] * share)
|
|
|
|
|
if gone:
|
|
|
|
|
taken[item] = gone
|
|
|
|
|
take_stock_qty(stock, item, gone)
|
|
|
|
|
return taken
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def take_stock_qty(stock: dict, item: str, qty: int) -> None:
|
|
|
|
|
stock[item] -= qty
|
|
|
|
|
if stock[item] <= 0:
|
|
|
|
|
del stock[item]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _listing(taken: dict) -> str:
|
|
|
|
|
names = [amount(item, qty) for item, qty in taken.items()]
|
|
|
|
|
return ", ".join(names[:-1]) + " and " + names[-1] if len(names) > 1 else (names[0] if names else "nothing")
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _damage_building(world: dict, now: float, rng: random.Random) -> str | None:
|
|
|
|
|
city = world["city"]
|
|
|
|
|
built = [key for key, b in city["buildings"].items() if b["level"] and not b["damaged"]]
|
|
|
|
|
if not built:
|
|
|
|
|
return None
|
|
|
|
|
key = rng.choice(built)
|
|
|
|
|
city["buildings"][key]["damaged"] = True
|
|
|
|
|
_queue_if_funded(world, key, now)
|
|
|
|
|
return BUILDINGS[key]["name"]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _food_items(stock: dict) -> list[str]:
|
|
|
|
|
return [item for item in stock if "food" in ITEMS[item] or item in ("wheat", "vegetables")]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _hardship(world: dict, now: float, rng: random.Random, kind: str | None = None) -> None:
|
|
|
|
|
city = world["city"]
|
|
|
|
|
stock = city["stockpile"]
|
|
|
|
|
weights = {kind: w[season(world, now)["index"]] for kind, w in HARDSHIPS.items()}
|
|
|
|
|
if city["weather"]["kind"] == "storm":
|
|
|
|
|
weights["storm"] += 6
|
|
|
|
|
if city["weather"]["kind"] == "rain":
|
|
|
|
|
weights["rot"] += 3
|
|
|
|
|
if active_problem(world, "rats"):
|
|
|
|
|
weights["rats"] = 0
|
|
|
|
|
kind = kind or _pick(weights, rng)
|
|
|
|
|
granary, shed, well = (building_level(world, k) for k in ("granary", "lumber_shed", "well"))
|
|
|
|
|
if kind == "sickness":
|
|
|
|
|
hours = 72 * (1 - 0.2 * building_level(world, "temple"))
|
|
|
|
|
_add_effect(world, now, hours, kind="sickness", name="Sickness", icon="🤒", food=1.5,
|
|
|
|
|
text="The sick need more food: the city eats half again as much")
|
|
|
|
|
_record(world, now, "hardship", kind, "🤒", "Sickness is spreading through the city",
|
|
|
|
|
[f"For about {round(hours)} hours the townsfolk eat half again as much.",
|
|
|
|
|
"A bigger temple shortens it."])
|
|
|
|
|
elif kind == "locusts":
|
|
|
|
|
share = 0.4 * (1 - 0.25 * granary)
|
|
|
|
|
taken = _take_share(stock, _food_items(stock), share)
|
|
|
|
|
_record(world, now, "hardship", kind, "🦗", "A swarm of locusts descended on the stores",
|
|
|
|
|
[f"They ate {_listing(taken)}." if taken else "There was little for them to eat.",
|
|
|
|
|
*(["The granary kept part of it safe."] if granary else ["A granary would protect some of it."])])
|
|
|
|
|
elif kind == "rot":
|
|
|
|
|
taken = _take_share(stock, WOOD, 0.3 * (1 - 0.25 * shed))
|
|
|
|
|
_record(world, now, "hardship", kind, "🍄", "Damp got into the wood stores",
|
|
|
|
|
[f"Rot ruined {_listing(taken)}." if taken else "There was no wood in the stockpile to rot.",
|
|
|
|
|
*(["The lumber shed kept part of it dry."] if shed else ["A lumber shed would keep it dry."])])
|
|
|
|
|
elif kind == "storm":
|
|
|
|
|
name = _damage_building(world, now, rng)
|
|
|
|
|
taken = _take_share(stock, FIREWOOD, 0.1)
|
|
|
|
|
lines = [f"The {name.lower()} {'were' if name.endswith('s') else 'was'} damaged and needs repairs." if name
|
|
|
|
|
else "Luckily there was nothing standing tall enough to break."]
|
|
|
|
|
if taken:
|
|
|
|
|
lines.append(f"The wind scattered {_listing(taken)}.")
|
|
|
|
|
_record(world, now, "hardship", kind, "🌪️", "A wild storm battered the city", lines)
|
|
|
|
|
elif kind == "rats":
|
|
|
|
|
city["problems"].append({"kind": "rats", "started": now, "progress": {}, "work": 0})
|
|
|
|
|
_record(world, now, "hardship", kind, "🐀", "Rats have got into the granary",
|
|
|
|
|
["They'll eat into the food every hour until hunters catch them."])
|
|
|
|
|
elif kind == "fire":
|
|
|
|
|
barrels = stock.get("water_barrel", 0)
|
|
|
|
|
if barrels >= 5:
|
|
|
|
|
take_stock_qty(stock, "water_barrel", 5)
|
|
|
|
|
_record(world, now, "hardship", kind, "🔥", "A fire broke out, and the water barrels put it out",
|
|
|
|
|
["Five barrels were used up. Nothing else was lost."])
|
|
|
|
|
else:
|
|
|
|
|
share = 0.25 * (1 - 0.25 * well)
|
|
|
|
|
taken = _take_share(stock, WOOD + tuple(_food_items(stock)), share)
|
|
|
|
|
name = _damage_building(world, now, rng) if rng.random() > 0.25 * well else None
|
|
|
|
|
lines = [f"The flames took {_listing(taken)}." if taken else "Little was lost from the stores."]
|
|
|
|
|
if name:
|
|
|
|
|
lines.append(f"The {name.lower()} {'were' if name.endswith('s') else 'was'} damaged and needs repairs.")
|
|
|
|
|
lines.append("Water barrels in the stockpile (five per fire) would have put it out.")
|
|
|
|
|
_record(world, now, "hardship", kind, "🔥", "Fire swept through part of the city", lines)
|
|
|
|
|
elif kind == "winter":
|
|
|
|
|
_add_effect(world, now, 48, kind="winter", name="Harsh winter", icon="🥶", firewood=0.1,
|
|
|
|
|
text="The city burns firewood from the stockpile every hour; without it, people go cold and hungry")
|
|
|
|
|
_record(world, now, "hardship", kind, "🥶", "A harsh cold snap has set in",
|
|
|
|
|
["For two days the city burns logs from the stockpile to keep warm.",
|
|
|
|
|
"Without firewood, the cold makes everyone eat half again as much."])
|
|
|
|
|
else:
|
|
|
|
|
_add_effect(world, now, 24, kind="drought", name="Drought", icon="🏜️", speed={"farming": 1.3, "fishing": 1.2},
|
|
|
|
|
text="Farming 30% and fishing 20% slower")
|
|
|
|
|
_record(world, now, "hardship", kind, "🏜️", "Drought has dried the fields and streams",
|
|
|
|
|
["For a day, farming is 30% and fishing 20% slower."])
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _fortune(world: dict, now: float, rng: random.Random, kind: str | None = None) -> None:
|
|
|
|
|
city = world["city"]
|
|
|
|
|
weights = {kind: w[season(world, now)["index"]] for kind, w in FORTUNES.items()}
|
|
|
|
|
if not upcoming_raid(world):
|
|
|
|
|
weights["mercenaries"] = 0
|
|
|
|
|
kind = kind or _pick(weights, rng)
|
|
|
|
|
if kind == "merchant":
|
|
|
|
|
city["merchant_until"] = now + 12 * HOUR / speed(world)
|
|
|
|
|
_record(world, now, "fortune", kind, "🐪", "A merchant caravan has arrived",
|
|
|
|
|
["For the next 12 hours, everything sells for 50% more."])
|
|
|
|
|
elif kind == "refugees":
|
|
|
|
|
people = rng.randint(6, 12)
|
|
|
|
|
taken = min(max(0, housing(world) - int(city["population"])), people)
|
|
|
|
|
city["population"] += taken
|
|
|
|
|
lines = [f"{taken} of {people} refugees found a home."]
|
|
|
|
|
if taken < people:
|
|
|
|
|
lines.append("The rest moved on. More houses would have kept them.")
|
|
|
|
|
_record(world, now, "fortune", kind, "🧳", "Refugees arrived", lines)
|
|
|
|
|
elif kind == "master":
|
|
|
|
|
skill = rng.choice([s for s in SKILL_IDS if s != "reconnaissance"])
|
|
|
|
|
name = next(s["name"] for s in SKILLS if s["id"] == skill)
|
|
|
|
|
_add_effect(world, now, 12, kind="master", name=f"A master of {name.lower()}", icon="🎓",
|
|
|
|
|
xp={skill: 1.5}, text=f"{name} earns 50% more XP")
|
|
|
|
|
_record(world, now, "fortune", kind, "🎓", f"A travelling master of {name.lower()} is visiting",
|
|
|
|
|
[f"For 12 hours, {name.lower()} earns 50% more XP. Learn while you can."])
|
|
|
|
|
elif kind == "harvest":
|
|
|
|
|
_add_effect(world, now, 12, kind="harvest", name="Bountiful harvest", icon="🌾", **{"yield": {"farming": 2}},
|
|
|
|
|
text="Farming yields doubled")
|
|
|
|
|
_record(world, now, "fortune", kind, "🌾", "The fields are bursting: a bountiful harvest",
|
|
|
|
|
["Farming yields are doubled for 12 hours."])
|
|
|
|
|
elif kind == "rich_vein":
|
|
|
|
|
_add_effect(world, now, 12, kind="rich_vein", name="Rich vein", icon="💎", **{"yield": {"mining": 1.5}},
|
|
|
|
|
text="Mining yields 50% more")
|
|
|
|
|
_record(world, now, "fortune", kind, "💎", "Miners struck a rich vein",
|
|
|
|
|
["Mining yields 50% more for 12 hours."])
|
|
|
|
|
elif kind == "salmon":
|
|
|
|
|
_add_effect(world, now, 12, kind="salmon", name="Salmon run", icon="🐟", **{"yield": {"fishing": 2}},
|
|
|
|
|
text="Fishing yields doubled")
|
|
|
|
|
_record(world, now, "fortune", kind, "🐟", "The salmon are running",
|
|
|
|
|
["Fishing yields are doubled for 12 hours."])
|
|
|
|
|
elif kind == "festival":
|
|
|
|
|
_add_effect(world, now, 24, kind="festival", name="Festival", icon="🎉", growth=2, favour=1.5,
|
|
|
|
|
text="The population grows twice as fast, and giving to the city earns 50% more favour")
|
|
|
|
|
_record(world, now, "fortune", kind, "🎉", "The city is holding a festival",
|
|
|
|
|
["For a day, the population grows twice as fast and donations earn 50% more favour."])
|
|
|
|
|
elif kind == "noble":
|
|
|
|
|
levels = sum(b["level"] for b in city["buildings"].values())
|
|
|
|
|
gold = 100 + 40 * levels
|
|
|
|
|
city["treasury"] += gold
|
|
|
|
|
_record(world, now, "fortune", kind, "👑", "A noble visited and admired the city",
|
|
|
|
|
[f"Impressed by its {levels} building levels, they left {gold:,} gold for the treasury."])
|
|
|
|
|
elif kind == "pilgrims":
|
|
|
|
|
lines = []
|
|
|
|
|
if building_level(world, "temple"):
|
|
|
|
|
gift = 20 * building_level(world, "temple")
|
|
|
|
|
city["devotion"] = city.get("devotion", 0) + gift
|
|
|
|
|
lines.append(f"They prayed at the temple: +{gift} devotion.")
|
|
|
|
|
for player in world["players"].values():
|
|
|
|
|
bank_add(world, player, "bones", 10, now, empty_summary())
|
|
|
|
|
lines.append("They left 10 bones with every adventurer.")
|
|
|
|
|
_record(world, now, "fortune", kind, "🙏", "Pilgrims passed through the city", lines)
|
|
|
|
|
elif kind == "mercenaries":
|
|
|
|
|
cost = 150 + 30 * season(world, now)["index"] + int(city["population"]) * 5
|
|
|
|
|
_add_effect(world, now, 24, kind="mercenaries", name="Mercenaries for hire", icon="🗡️", offer=True,
|
|
|
|
|
cost=cost, defence=25, text=f"A sellsword company offers +25 defence for the coming threat for {cost:,} gold from the treasury")
|
|
|
|
|
_record(world, now, "fortune", kind, "🗡️", "A sellsword company is camped outside the walls",
|
|
|
|
|
[f"For a day they'll join the next defence for {cost:,} gold from the treasury."])
|
|
|
|
|
else:
|
|
|
|
|
goods = rng.sample([("stone", 200), ("logs", 200), ("bricks", 80), ("bread", 60), ("arrows", 150), ("plank", 40)], 2)
|
|
|
|
|
for item, qty in goods:
|
|
|
|
|
city["stockpile"][item] = city["stockpile"].get(item, 0) + qty
|
|
|
|
|
_record(world, now, "fortune", kind, "📦", "Lost cargo was found on the road",
|
|
|
|
|
[f"{_listing(dict(goods))} went into the stockpile."])
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _minor_threat(world: dict, now: float, rng: random.Random, kind: str | None = None) -> None:
|
|
|
|
|
city = world["city"]
|
|
|
|
|
options = [k for k in MINOR_THREATS if not active_problem(world, k)]
|
|
|
|
|
kind = kind or rng.choice(options)
|
|
|
|
|
problem = {"kind": kind, "started": now, "progress": {}, "work": 0}
|
|
|
|
|
if "lasts" in PROBLEMS[kind]:
|
|
|
|
|
problem["until"] = now + PROBLEMS[kind]["lasts"] * HOUR / speed(world)
|
|
|
|
|
city["problems"].append(problem)
|
|
|
|
|
spec = PROBLEMS[kind]
|
|
|
|
|
_record(world, now, "minor", kind, spec["icon"], spec["name"], [spec["text"]])
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _solve(world: dict, problem: dict, now: float, who: str | None = None) -> None:
|
|
|
|
|
world["city"]["problems"].remove(problem)
|
|
|
|
|
spec = PROBLEMS[problem["kind"]]
|
|
|
|
|
_record(world, now, "minor", problem["kind"], "✅", f"Solved: {spec['name'].lower()}",
|
|
|
|
|
[f"Thanks to {who}." if who else "It's over."])
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def problem_missing(problem: dict) -> dict:
|
|
|
|
|
need = PROBLEMS[problem["kind"]].get("need", {})
|
|
|
|
|
return {item: qty - problem["progress"].get(item, 0) for item, qty in need.items() if problem["progress"].get(item, 0) < qty}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def aid_problem(world: dict, player: dict, kind: str, item: str, source: str, now: float) -> str | None:
|
|
|
|
|
"""Give planks (or whatever a problem needs) from the bank or the stockpile."""
|
|
|
|
|
problem = active_problem(world, kind)
|
|
|
|
|
if not problem:
|
|
|
|
|
return "That's not a problem right now"
|
|
|
|
|
need = problem_missing(problem).get(item, 0)
|
|
|
|
|
if not need:
|
|
|
|
|
return "It doesn't need that"
|
|
|
|
|
stock = world["city"]["stockpile"]
|
|
|
|
|
have = player["bank"].get(item, 0) if source == "bank" else stock.get(item, 0)
|
|
|
|
|
qty = min(have, need)
|
|
|
|
|
if qty <= 0:
|
|
|
|
|
return "Nothing to give"
|
|
|
|
|
if source == "bank":
|
|
|
|
|
bank_take(player, item, qty)
|
|
|
|
|
gain = qty * ITEMS[item]["value"] * city_rate(world, "favour")
|
|
|
|
|
player["favour"] += gain
|
|
|
|
|
player["donated"] += qty * ITEMS[item]["value"]
|
|
|
|
|
else:
|
|
|
|
|
take_stock_qty(stock, item, qty)
|
|
|
|
|
problem["progress"][item] = problem["progress"].get(item, 0) + qty
|
|
|
|
|
if not problem_missing(problem):
|
|
|
|
|
_solve(world, problem, now, player["name"])
|
|
|
|
|
return None
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def hire_mercenaries(world: dict, player: dict, now: float) -> str | None:
|
|
|
|
|
city = world["city"]
|
|
|
|
|
offer = next((e for e in city["effects"] if e.get("offer")), None)
|
|
|
|
|
if not offer:
|
|
|
|
|
return "Nobody is offering"
|
|
|
|
|
if city["treasury"] < offer["cost"]:
|
|
|
|
|
return f"The treasury needs {offer['cost']:,} gold"
|
|
|
|
|
city["treasury"] -= offer["cost"]
|
|
|
|
|
city["hired"] = city.get("hired", 0) + offer["defence"]
|
|
|
|
|
city["effects"].remove(offer)
|
|
|
|
|
log(world, now, "favour", f"{player['name']} hired the sellswords for {offer['cost']:,} gold (+{offer['defence']} defence)", player["id"])
|
|
|
|
|
return None
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _happenings_hour(world: dict, now: float, rng: random.Random) -> None:
|
|
|
|
|
"""Weather, firewood, thieves and expiries, once per game hour."""
|
|
|
|
|
city = world["city"]
|
|
|
|
|
weather = city["weather"]
|
|
|
|
|
if now >= weather["until"]:
|
|
|
|
|
weather["kind"] = weather["next"]
|
|
|
|
|
weather["until"] = now + rng.uniform(4, 8) * HOUR / speed(world)
|
|
|
|
|
weather["next"] = _roll_weather(world, weather["until"], rng, weather["kind"])
|
|
|
|
|
city["effects"] = [e for e in city["effects"] if e["until"] > now]
|
|
|
|
|
for problem in list(city["problems"]):
|
|
|
|
|
if problem.get("until") and problem["until"] <= now:
|
|
|
|
|
_solve(world, problem, now)
|
|
|
|
|
stock = city["stockpile"]
|
|
|
|
|
burn = city["population"] * sum(source.get("firewood", 0) for source in _modifier_sources(world))
|
|
|
|
|
city["firewood_due"] = city.get("firewood_due", 0) + burn
|
|
|
|
|
cold = False
|
|
|
|
|
while city["firewood_due"] >= 1:
|
|
|
|
|
log_item = next((item for item in FIREWOOD if stock.get(item)), None)
|
|
|
|
|
if not log_item:
|
|
|
|
|
cold = True
|
|
|
|
|
city["firewood_due"] = 0
|
|
|
|
|
break
|
|
|
|
|
take_stock_qty(stock, log_item, 1)
|
|
|
|
|
city["firewood_due"] -= 1
|
|
|
|
|
if cold and not city.get("cold"):
|
|
|
|
|
log(world, now, "city", "The firewood has run out. People are cold and eating more to stay warm.")
|
|
|
|
|
city["cold"] = cold
|
|
|
|
|
for problem in city["problems"]:
|
|
|
|
|
spec = PROBLEMS[problem["kind"]]
|
|
|
|
|
if spec.get("steal"):
|
|
|
|
|
_take_share(stock, [i for i in stock if i not in _food_items(stock)], spec["steal"])
|
|
|
|
|
if spec.get("steal_food"):
|
|
|
|
|
_take_share(stock, _food_items(stock), spec["steal_food"] * (1 - 0.25 * building_level(world, "granary")))
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _happenings_tracks(world: dict, now: float, rng: random.Random) -> bool:
|
|
|
|
|
changed = False
|
|
|
|
|
for track, (low, high) in TRACK_HOURS.items():
|
|
|
|
|
due = world.get(f"next_{track}_at")
|
|
|
|
|
if due is None or now < due:
|
|
|
|
|
continue
|
|
|
|
|
if track == "minor" and any(p["kind"] in MINOR_THREATS for p in world["city"]["problems"]):
|
|
|
|
|
world[f"next_{track}_at"] = now + 6 * HOUR / speed(world)
|
|
|
|
|
continue
|
|
|
|
|
{"minor": _minor_threat, "hardship": _hardship, "fortune": _fortune}[track](world, now, rng)
|
|
|
|
|
world[f"next_{track}_at"] = now + rng.uniform(low, high) * HOUR / speed(world)
|
|
|
|
|
changed = True
|
|
|
|
|
return changed
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def happenings_view(world: dict, now: float) -> dict:
|
|
|
|
|
city = world["city"]
|
|
|
|
|
weather = city["weather"]
|
|
|
|
|
problems = []
|
|
|
|
|
for problem in city["problems"]:
|
|
|
|
|
spec = PROBLEMS[problem["kind"]]
|
|
|
|
|
problems.append({
|
|
|
|
|
"kind": problem["kind"], "name": spec["name"], "icon": spec["icon"], "text": spec["text"],
|
|
|
|
|
"until": problem.get("until"), "work": problem["work"], "needed": spec.get("work"),
|
|
|
|
|
"action": spec.get("action"), "need": spec.get("need"), "missing": problem_missing(problem),
|
|
|
|
|
})
|
|
|
|
|
return {
|
|
|
|
|
"season": season(world, now),
|
|
|
|
|
"weather": {**{k: v for k, v in WEATHER[weather["kind"]].items()}, "kind": weather["kind"], "until": weather["until"],
|
|
|
|
|
"next": weather["next"], "next_name": WEATHER[weather["next"]]["name"],
|
|
|
|
|
"next_icon": WEATHER[weather["next"]]["icon"]},
|
|
|
|
|
"effects": [{k: e[k] for k in ("kind", "name", "icon", "text", "until", "speed", "yield", "xp") if k in e}
|
|
|
|
|
| {"offer": e.get("offer", False), "cost": e.get("cost")} for e in city["effects"]],
|
|
|
|
|
"problems": problems,
|
|
|
|
|
"cold": city.get("cold", False),
|
|
|
|
|
"hired": city.get("hired", 0),
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2026-10-18 13:48:56 +01:00
|
|
|
# --- favour --------------------------------------------------------------
|
|
|
|
|
|
2026-10-19 09:24:45 +01:00
|
|
|
BUILDER_FAVOUR_PER_LABOUR = 0.67
|
2026-10-18 19:48:22 +01:00
|
|
|
INFORMANT_FAVOUR = 250
|
|
|
|
|
RALLY_FAVOUR = 150
|
|
|
|
|
RALLY_DEFENCE = 10
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def favours(world: dict, now: float) -> dict:
|
|
|
|
|
"""What favour can buy for the city right now: cost, and why not if it can't."""
|
|
|
|
|
city = world["city"]
|
|
|
|
|
work = city["construction"]
|
2026-10-19 09:24:45 +01:00
|
|
|
remaining = max(0.0, work["needed"] - work["labour"]) if work else 0
|
2026-10-18 19:48:22 +01:00
|
|
|
event = upcoming_event(world)
|
|
|
|
|
raid = upcoming_raid(world)
|
|
|
|
|
return {
|
|
|
|
|
"builders": {
|
2026-10-19 09:24:45 +01:00
|
|
|
"cost": max(25, math.ceil(remaining / 2 * BUILDER_FAVOUR_PER_LABOUR)),
|
|
|
|
|
"why": None if work and remaining > 1 else "Nothing is being built",
|
|
|
|
|
"labour": round(remaining / 2),
|
2026-10-18 19:48:22 +01:00
|
|
|
},
|
|
|
|
|
"informant": {
|
|
|
|
|
"cost": INFORMANT_FAVOUR,
|
|
|
|
|
"why": "No news to dig into" if not event else
|
|
|
|
|
"Nothing more to learn" if intel_level(world, event) >= 3 else None,
|
|
|
|
|
},
|
|
|
|
|
"militia": {
|
|
|
|
|
"cost": RALLY_FAVOUR * (city.get("rallies", 0) + 1),
|
|
|
|
|
"why": None if raid else "No raid to prepare for",
|
|
|
|
|
"rallied": city.get("rally", 0),
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def spend_favour(world: dict, player: dict, kind: str, now: float) -> str | None:
|
|
|
|
|
"""Turn a player's favour into help for the whole city."""
|
|
|
|
|
option = favours(world, now).get(kind)
|
|
|
|
|
if not option:
|
|
|
|
|
return "No such favour"
|
|
|
|
|
if option["why"]:
|
|
|
|
|
return option["why"]
|
|
|
|
|
if player["favour"] < option["cost"]:
|
|
|
|
|
return f"Needs {option['cost']:,} favour"
|
|
|
|
|
player["favour"] -= option["cost"]
|
|
|
|
|
city = world["city"]
|
|
|
|
|
if kind == "builders":
|
|
|
|
|
work = city["construction"]
|
2026-10-19 09:24:45 +01:00
|
|
|
work["labour"] += (work["needed"] - work["labour"]) / 2
|
2026-10-18 19:48:22 +01:00
|
|
|
name = BUILDINGS[work["building"]]["name"].lower()
|
|
|
|
|
log(world, now, "favour", f"{player['name']} hired extra builders for the {name}", player["id"])
|
|
|
|
|
elif kind == "informant":
|
|
|
|
|
upcoming_event(world)["recon"] += RECON_PER_INTEL
|
|
|
|
|
log(world, now, "favour", f"{player['name']} paid an informant for news from the roads", player["id"])
|
|
|
|
|
else:
|
|
|
|
|
city["rally"] = city.get("rally", 0) + RALLY_DEFENCE
|
|
|
|
|
city["rallies"] = city.get("rallies", 0) + 1
|
|
|
|
|
log(world, now, "favour", f"{player['name']} rallied the militia (+{RALLY_DEFENCE} defence for the coming raid)", player["id"])
|
|
|
|
|
return None
|
|
|
|
|
|
|
|
|
|
|
2026-10-18 13:48:56 +01:00
|
|
|
def perk_cost(player: dict, perk: str) -> int:
|
|
|
|
|
if perk == "bank_slot":
|
|
|
|
|
return 500 * 2 ** player["perks"]["bank_slot"]
|
|
|
|
|
raise KeyError(perk)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def buy_perk(player: dict, perk: str) -> str | None:
|
|
|
|
|
if perk not in player["perks"]:
|
|
|
|
|
return "No such perk"
|
|
|
|
|
cost = perk_cost(player, perk)
|
|
|
|
|
if player["favour"] < cost:
|
|
|
|
|
return f"Needs {cost:,} favour"
|
|
|
|
|
player["favour"] -= cost
|
|
|
|
|
player["perks"][perk] += 1
|
|
|
|
|
return None
|
|
|
|
|
|
|
|
|
|
|
2026-10-19 10:04:38 +01:00
|
|
|
# --- icons ------------------------------------------------------------------------
|
|
|
|
|
# Every item, skill, class, building, prayer and output-less action gets a
|
|
|
|
|
# game-icons.net glyph (CC BY 3.0) and a tint. Families share a shape and are
|
|
|
|
|
# told apart by colour: a rune sword is the copper sword in cyan. The sprite
|
|
|
|
|
# with just these glyphs is built by tools/build_icons.py into static/icons.svg.
|
|
|
|
|
|
|
|
|
|
METAL_TINTS = {"copper": "#d07a3c", "iron": "#9aa1ab", "steel": "#d4dae2",
|
|
|
|
|
"mithril": "#6f8fec", "adamant": "#4cb878", "rune": "#3fd0e0"}
|
|
|
|
|
WOOD_TINTS = ["#b9844e", "#8f5e30", "#a3b86c", "#d0663a", "#6f9a4a", "#a77be8"]
|
|
|
|
|
LEATHER_TINTS = ["#b07a4a", "#8a5a32", "#6b4a33", "#5fae5a", "#4f86d6", "#d0503c"]
|
|
|
|
|
HERB_TINTS = {"guam_leaf": "#7fbf5a", "marrentill": "#e7c84a", "tarromin": "#d05a8a",
|
|
|
|
|
"harralander": "#f0b030", "ranarr": "#8a6fd0", "snapdragon": "#e86a9a"}
|
|
|
|
|
PIECE_GLYPHS = {"sword": "pointy-sword", "shield": "round-shield", "helmet": "visored-helm",
|
|
|
|
|
"legs": "leg-armor", "body": "breastplate"}
|
|
|
|
|
TOOL_GLYPHS = {"pickaxe": "war-pick", "axe": "wood-axe", "hoe": "sickle", "fishing rod": "fishing-pole",
|
|
|
|
|
"hunting knife": "bowie-knife", "hammer": "claw-hammer"}
|
|
|
|
|
LEATHER_GLYPHS = {"cap": "hood", "legs": "trousers", "body": "leather-vest"}
|
|
|
|
|
GLYPHS = {
|
|
|
|
|
"stone": ("stone-block", "#a8a29e"), "wheat": ("wheat", "#e3c060"), "vegetables": ("carrot", "#f08a3c"),
|
|
|
|
|
"feathers": ("feather", "#e8e8ee"), "raw_meat": ("meat", "#e06a6a"), "arrows": ("arrow-cluster", "#c9b28a"),
|
|
|
|
|
"bricks": ("brick-pile", "#c66a45"), "cut_stone": ("stone-stack", "#b8b2aa"), "beam": ("wood-beam", "#9a6a3a"),
|
|
|
|
|
"bread": ("bread", "#deb064"), "cooked_meat": ("ham-shank", "#cf8f50"), "stew": ("hot-meal", "#c9884a"),
|
|
|
|
|
"bones": ("broken-bone", "#e9dfc6"), "big_bones": ("crossed-bones", "#e9dfc6"),
|
|
|
|
|
"dragon_bones": ("dinosaur-bones", "#a6d98f"), "studded_body": ("leather-armor", "#a3825a"),
|
|
|
|
|
"coal": ("ore", "#5d626b"), "water_barrel": ("barrel", "#5aa0d8"),
|
|
|
|
|
"raw_shrimp": ("shrimp", "#f39a82"), "raw_trout": ("flatfish", "#9fb5c8"), "raw_salmon": ("salmon", "#f08a6a"),
|
|
|
|
|
"raw_eel": ("eel", "#7f9a6a"), "raw_lobster": ("crab", "#e05a3a"), "raw_swordfish": ("angler-fish", "#7fa3c8"),
|
|
|
|
|
"cooked_shrimp": ("shrimp", "#f0b07a"), "cooked_trout": ("fish-cooked", "#d9a060"),
|
|
|
|
|
"cooked_salmon": ("fish-cooked", "#f09a6a"), "smoked_eel": ("eel", "#b07a4a"),
|
|
|
|
|
"cooked_lobster": ("crab", "#f07a4a"), "cooked_swordfish": ("fish-cooked", "#c8a070"),
|
|
|
|
|
}
|
|
|
|
|
SKILL_GLYPHS = {
|
|
|
|
|
"mining": ("mining", "#b8b2aa"), "woodcutting": ("wood-axe", "#c98a4a"), "farming": ("wheat", "#e3c060"),
|
|
|
|
|
"hunting": ("deer-head", "#c49a6c"), "fishing": ("fishing-pole", "#5aa0d8"), "smithing": ("anvil", "#d07a3c"),
|
|
|
|
|
"masonry": ("brick-wall", "#c66a45"), "construction": ("hammer-nails", "#d1a46a"),
|
|
|
|
|
"cooking": ("cooking-pot", "#e0703a"), "leatherworking": ("sewing-needle", "#d6a26e"),
|
|
|
|
|
"herblore": ("cauldron", "#7fbf5a"), "combat": ("crossed-swords", "#e05a5a"), "prayer": ("prayer", "#e9dfc6"),
|
|
|
|
|
"reconnaissance": ("spyglass", "#6f8fec"),
|
|
|
|
|
}
|
|
|
|
|
CLASS_GLYPHS = {"warrior": ("black-knight-helm", "#c0c6d0"), "scout": ("bow-arrow", "#8fbf6a"),
|
|
|
|
|
"artisan": ("anvil-impact", "#e0a050"), "pioneer": ("compass", "#4fb3d9")}
|
|
|
|
|
BUILDING_GLYPHS = {
|
|
|
|
|
"houses": ("house", "#d0a060"), "walls": ("stone-wall", "#a8a29e"), "barracks": ("barracks-tent", "#c06a4a"),
|
|
|
|
|
"smithy": ("anvil", "#d07a3c"), "temple": ("temple-gate", "#e9dfc6"), "granary": ("granary", "#e3c060"),
|
|
|
|
|
"lumber_shed": ("wood-pile", "#b9844e"), "well": ("well", "#5aa0d8"), "spymaster": ("hooded-figure", "#8a7fd0"),
|
|
|
|
|
"storehouse": ("wooden-crate", "#b9844e"),
|
|
|
|
|
}
|
|
|
|
|
ACTION_GLYPHS = {
|
|
|
|
|
"fight_wolves": ("wolf-head", "#9aa1ab"), "fight_scouts": ("hooded-assassin", "#a08060"),
|
|
|
|
|
"fight_ruins": ("castle-ruins", "#a8a29e"), "fight_stronghold": ("castle", "#8a8f98"),
|
|
|
|
|
"fight_green_dragon": ("dragon-head", "#5fae5a"), "fight_blue_dragon": ("dragon-head", "#4f86d6"),
|
|
|
|
|
"fight_red_dragon": ("dragon-head", "#d0503c"), "fight_black_dragon": ("dragon-head", "#8a8f98"),
|
|
|
|
|
"sabotage": ("fire-bomb", "#e0703a"), "recon_roads": ("spyglass", "#6f8fec"), "recon_camps": ("spyglass", "#8a7fd0"),
|
|
|
|
|
"labour": ("hammer-nails", "#d1a46a"), "clear_wolves": ("wolf-head", "#9aa1ab"),
|
|
|
|
|
"catch_goblins": ("goblin-head", "#8fbf6a"), "drive_bear": ("bear-head", "#8a5a32"), "cull_boars": ("boar", "#a06a4a"),
|
|
|
|
|
"catch_rats": ("rat", "#9aa1ab"), "clear_rockslide": ("falling-rocks", "#a8a29e"),
|
|
|
|
|
}
|
|
|
|
|
PRAYER_GLYPHS = {"thick_skin": ("shield", "#a8a29e"), "burst_of_strength": ("biceps", "#e06a6a"),
|
|
|
|
|
"rapid_heal": ("heart-plus", "#e06a8a"), "steel_skin": ("armor-upgrade", "#d4dae2"),
|
|
|
|
|
"superhuman_strength": ("biceps", "#ff8a3a"), "second_wind": ("wind-hole", "#8fd0e0"),
|
|
|
|
|
"protection": ("aura", "#f0d060"), "piety": ("angel-wings", "#f0e6c0")}
|
|
|
|
|
UI_GLYPHS = ["two-coins", "sparkles", "hearts", "prayer", "checked-shield"]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _assign_glyphs() -> None:
|
|
|
|
|
for item, (glyph, tint) in GLYPHS.items():
|
|
|
|
|
ITEMS[item].update(glyph=glyph, tint=tint)
|
|
|
|
|
for key, _name, ore, *_rest in METALS:
|
|
|
|
|
tint = METAL_TINTS[key]
|
|
|
|
|
if ore:
|
|
|
|
|
ITEMS[ore[0]].update(glyph="ore", tint=tint)
|
|
|
|
|
ITEMS[f"{key}_bar"].update(glyph="metal-bar", tint=tint)
|
|
|
|
|
for piece, glyph in PIECE_GLYPHS.items():
|
|
|
|
|
ITEMS[f"{key}_{piece}"].update(glyph=glyph, tint=tint)
|
|
|
|
|
for tool, glyph in TOOL_GLYPHS.items():
|
|
|
|
|
ITEMS[f"{key}_{tool.replace(' ', '_')}"].update(glyph=glyph, tint=tint)
|
|
|
|
|
for (log, *_tree), (plank, _name), tint in zip(TREES, PLANKS, WOOD_TINTS):
|
|
|
|
|
ITEMS[log].update(glyph="log", tint=tint)
|
|
|
|
|
ITEMS[plank].update(glyph="planks", tint=tint)
|
|
|
|
|
for (raw, leather, prefix, *_rest), tint in zip(LEATHERS, LEATHER_TINTS):
|
|
|
|
|
ITEMS[raw[0]].update(glyph="animal-hide", tint=tint)
|
|
|
|
|
ITEMS[leather[0]].update(glyph="rolled-cloth", tint=tint)
|
|
|
|
|
for suffix, glyph in LEATHER_GLYPHS.items():
|
|
|
|
|
ITEMS[f"{prefix}_{suffix}"].update(glyph=glyph, tint=tint)
|
|
|
|
|
for herb, tint in HERB_TINTS.items():
|
|
|
|
|
ITEMS[herb].update(glyph="herbs-bundle", tint=tint)
|
|
|
|
|
for potion, *_rest, skill, _effect in POTIONS:
|
|
|
|
|
if skill == "combat":
|
|
|
|
|
ITEMS[potion].update(glyph="potion-ball", tint="#e05a5a")
|
|
|
|
|
else:
|
|
|
|
|
ITEMS[potion].update(glyph="round-bottom-flask", tint=SKILL_GLYPHS[skill][1])
|
|
|
|
|
for skill in SKILLS:
|
|
|
|
|
skill["glyph"], skill["tint"] = SKILL_GLYPHS[skill["id"]]
|
|
|
|
|
for key, spec in CLASSES.items():
|
|
|
|
|
spec["glyph"], spec["tint"] = CLASS_GLYPHS[key]
|
|
|
|
|
for key, spec in BUILDINGS.items():
|
|
|
|
|
spec["glyph"], spec["tint"] = BUILDING_GLYPHS[key]
|
|
|
|
|
for prayer in PRAYERS:
|
|
|
|
|
prayer["glyph"], prayer["tint"] = PRAYER_GLYPHS[prayer["id"]]
|
|
|
|
|
for action in ACTIONS:
|
|
|
|
|
if action["id"] in ACTION_GLYPHS:
|
|
|
|
|
action["glyph"], action["tint"] = ACTION_GLYPHS[action["id"]]
|
|
|
|
|
elif action["outputs"]:
|
|
|
|
|
first = ITEMS[next(iter(action["outputs"]))]
|
|
|
|
|
action["glyph"], action["tint"] = first["glyph"], first["tint"]
|
|
|
|
|
elif action.get("special") in ("bury", "offer"):
|
|
|
|
|
bone = ITEMS[next(iter(action["inputs"]))]
|
|
|
|
|
action["glyph"] = "tombstone" if action["special"] == "bury" else "candle-holder"
|
|
|
|
|
action["tint"] = bone["tint"] if action["special"] == "bury" else "#f0c060"
|
|
|
|
|
else:
|
|
|
|
|
action["glyph"], action["tint"] = SKILL_GLYPHS[action["skill"]]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def all_glyphs() -> set[str]:
|
|
|
|
|
"""Every glyph the game draws, for building the sprite."""
|
|
|
|
|
names = set(UI_GLYPHS)
|
|
|
|
|
for collection in (ITEMS.values(), SKILLS, CLASSES.values(), BUILDINGS.values(), PRAYERS, ACTIONS):
|
|
|
|
|
names.update(entry["glyph"] for entry in collection)
|
|
|
|
|
return names
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
_assign_glyphs()
|
|
|
|
|
|
|
|
|
|
|
2026-10-18 13:48:56 +01:00
|
|
|
def content() -> dict:
|
|
|
|
|
"""The static tables the client renders from."""
|
|
|
|
|
buildings = {
|
|
|
|
|
key: {**spec, "costs": [build_cost(key, level) for level in range(1, spec["max"] + 1)]}
|
|
|
|
|
for key, spec in BUILDINGS.items()
|
|
|
|
|
}
|
|
|
|
|
return {
|
|
|
|
|
"items": ITEMS, "skills": SKILLS, "classes": CLASSES, "actions": ACTIONS,
|
2026-10-18 19:20:52 +01:00
|
|
|
"buildings": buildings, "xp_table": XP_TABLE, "offline_cap": OFFLINE_CAP, "tiers": TIERS,
|
2026-10-18 22:40:36 +01:00
|
|
|
"city_uses": {item: city_uses(item) for item in ITEMS},
|
2026-10-18 23:09:17 +01:00
|
|
|
"prayers": [{**prayer, "text": describe_prayer(prayer)} for prayer in PRAYERS], "max_prayers": MAX_PRAYERS,
|
2026-10-19 09:34:18 +01:00
|
|
|
"potion_charges": POTION_CHARGES, "problems": PROBLEMS,
|
2026-10-18 19:27:56 +01:00
|
|
|
"equip_slots": EQUIP_SLOTS, "eat_below": EAT_BELOW, "regen_per_hour": REGEN_PER_HOUR,
|
2026-10-18 13:48:56 +01:00
|
|
|
}
|