Recon caps at the threat's total; leads kept once fully scouted
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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3 changed files with 23 additions and 6 deletions
11
game.py
11
game.py
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@ -1102,14 +1102,15 @@ def _complete(world: dict, player: dict, action: dict, now: float, rng: random.R
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xp = xp // 3
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if action.get("special") == "recon":
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event = upcoming_raid(world)
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if event:
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# Once a threat is fully scouted, scouting only trains the skill (and keeps the informant's leads).
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if event and event["recon"] < intel_costs(event)[-1]:
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city = world["city"]
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gain = recon_gain(world, action)
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# An informant's leads double the reconnaissance (and the XP) of whoever follows them up.
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boost = min(city.get("recon_boost", 0), gain)
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city["recon_boost"] = city.get("recon_boost", 0) - boost
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xp *= 1 + boost / gain
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event["recon"] += gain + boost
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event["recon"] = min(intel_costs(event)[-1], event["recon"] + gain + boost)
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if action.get("special") == "problem" and action["skill"] != "combat":
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_work_problem(world, player, action, now)
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threat = upcoming_raid(world) if action.get("special") == "drill" else None
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@ -1597,7 +1598,7 @@ def _city_hour(world: dict, now: float) -> None:
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city["construction"]["labour"] += pop * TOWNSFOLK_LABOUR
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threat = upcoming_raid(world)
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if threat and building_level(world, "spymaster"):
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threat["recon"] += SPYMASTER_AGENTS * building_level(world, "spymaster")
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threat["recon"] = min(intel_costs(threat)[-1], threat["recon"] + SPYMASTER_AGENTS * building_level(world, "spymaster"))
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city["food_due"] += (pop * 0.5 / 24 * city_rate(world, "food") * (1.5 if city.get("cold") else 1)
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* (0.9 if fitted(world, "grain_bins") else 1))
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stock = city["stockpile"]
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@ -1738,13 +1739,13 @@ def event_view(world: dict, event: dict, now: float) -> dict:
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"""What the city knows about an upcoming event, filtered by intel."""
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level = intel_level(world, event, now)
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half = WINDOW_HOURS[level] * HOUR / speed(world)
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costs = intel_costs(event)
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costs = intel_costs(event) if "strength" in event else [0, 0, 0]
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centre = event["fire_at"] + event["jitter"] * half * 0.6
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view = {
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"id": event["id"], "kind": event["kind"], "intel": level,
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"earliest": max(now, centre - half), "latest": max(now, centre + half),
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"exact": event["fire_at"] if level >= 3 else None,
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"recon": int(event["recon"]), "recon_full": costs[-1],
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"recon": int(min(event["recon"], costs[-1])), "recon_full": costs[-1],
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"recon_next": max(0, round(costs[level] - event["recon"])) if level < 3 else 0,
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}
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if event["kind"] == "dragon":
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@ -501,7 +501,9 @@ function actionCard(a) {
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}
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if (a.special === "recon") {
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const boost = S.favours.informant.boost;
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extra = `<div class="small makes">${skillOf("reconnaissance").icon} +${+me.recon_gain[a.id].toFixed(2)} recon on the coming threat${boost ? ` <b class="boosted">×2 recon and XP for the next ${fmt(boost)}</b>` : ""}</div>`;
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const ev = S.upcoming, full = ev && ev.recon >= ev.recon_full;
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extra = full ? `<div class="small muted">The coming threat is fully scouted: this only trains the skill for now.</div>`
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: `<div class="small makes">${skillOf("reconnaissance").icon} +${+me.recon_gain[a.id].toFixed(2)} recon on the coming threat${boost ? ` <b class="boosted">×2 recon and XP for the next ${fmt(boost)}</b>` : ""}</div>`;
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}
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const temple = S.city.buildings.temple?.level || 0;
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if (a.special === "labour") {
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@ -364,6 +364,20 @@ class EventTest(unittest.TestCase):
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self.assertEqual(view["exact"], raid["fire_at"])
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self.assertTrue(view["camp"])
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def test_scouting_stops_counting_once_the_threat_is_fully_scouted(self):
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world = world_with(("sam", "scout"))
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raid = self.announce(world)
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full = game.intel_costs(raid)[-1]
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raid["recon"] = full - 1
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world["city"]["recon_boost"] = 30
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p = world["players"]["sam"]
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game.start_action(world, p, "recon_roads", T0)
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game.process_player(world, p, T0 + 48 * 3 + 1, random.Random(1))
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self.assertEqual(raid["recon"], full)
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self.assertEqual(world["city"]["recon_boost"], 29) # leads only spent while there's something to learn
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self.assertIsNotNone(p["action"]) # still trains the skill
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self.assertEqual(game.event_view(world, raid, T0)["recon"], full)
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def test_bigger_bands_take_more_scouting(self):
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small = {"kind": "raid", "strength": 20}
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huge = {"kind": "raid", "strength": 150}
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