Add replay-ability to scenarios through random resource placement using triggers & XS!
Project description
AoE2ScenarioRms
Add replay-ability to scenarios through random resource placement using triggers & XS! A library built on top of the AoE2ScenarioParser.
Keep in mind this project is a work-in-progress
Quick Links
Installation
You can install the project using pip:
pip install AoE2ScenarioRms
Updating AoE2ScenarioRms
If you have the library already installed, you can use the following command to update it:
pip install --no-cache-dir --upgrade AoE2ScenarioRms
To read about the changes between versions, checkout the CHANGELOG.md file.
How to get started
For examples, see the Examples header.
1. AoE2ScenarioRms
The first thing you do is wrap a AoE2DEScenario
object from the AoE2ScenarioParser
.
For more info on the AoE2ScenarioParser
,
click here.
from AoE2ScenarioParser.scenarios.aoe2_de_scenario import AoE2DEScenario
from AoE2ScenarioRms import AoE2ScenarioRms
...
scenario = AoE2DEScenario.from_file("<file-path here>")
asr = AoE2ScenarioRms(scenario)
Now AoE2ScenarioRms
can access the scenario and start adding triggers and XS to it for random resources!
2. Clearing the scenario
When you have a scenario that you want filled with random resources, it makes sense you'd want the scenario to not
contain any resources to begin with. You can clear these using the ScenarioUtil.clear(...)
functionality.
For example, if you want to clear absolutely everything that can be cleared, you can do the following:
from AoE2ScenarioRms.util import ScenarioUtil
from AoE2ScenarioRms.flags import ObjectClear
...
ScenarioUtil.clear(scenario, ObjectClear.ALL)
Above you can see ObjectClear.ALL
being used. This is quite a nuclear option, it might clear more than you want.
Below is a list of things that can be cleared (and thus which ObjectClear.ALL
clears).
ObjectClear.PLAYERS
- Remove all player related object (TCs, villagers, scouts etc.)ObjectClear.BOARS
- Remove all boar-like units (e.g. Boar, Elephant, Rhinos...)ObjectClear.SHEEP
- Remove all sheep-like units (e.g. Sheep, Goat, Turkey...)ObjectClear.DEER
- Remove all deer-like units (e.g. Deer, Zebra, Ibex...)ObjectClear.WOLFS
- Remove all wolf-like units (e.g. Wolf, Crocodile, Lion...)ObjectClear.GOLDS
- Remove all gold minesObjectClear.STONES
- Remove all stone minesObjectClear.BUSHES
- Remove all berry and fruit bushesObjectClear.STRAGGLERS
- Remove all trees not on tree terrainObjectClear.RELICS
- Remove all relicsObjectClear.CLIFFS
- Remove all cliffsObjectClear.DEEP_FISH
- Remove all types of deep fish (including Dolphin and Great Marlins)ObjectClear.SHORE_FISH
- Remove all shore fish and box turtles
There are also combinations of the above for ease of use:
ObjectClear.ANIMAL_OBJECTS
=BOARS
+SHEEP
+DEER
+WOLFS
ObjectClear.FISH_OBJECTS
=DEEP_FISH
+SHORE_FISH
ObjectClear.RESOURCE_OBJECTS
=GOLDS
+STONES
+BUSHES
+STRAGGLERS
+RELICS
ObjectClear.ALL
= Everything listed above
The object ObjectClear
is a Flag
object. This object has some special properties:
- You can combine them using
X | Y
:ObjectClear.STONES | ObjectClear.GOLDS
- This would clear all stone and gold tiles.
- You can exclude an option from a combination using
X & ~Y
:ObjectClear.ALL & ~ObjectClear.CLIFFS
- This would clear everything listed above except cliffs.
So, to clear all animal objects but leave wolfs and also clear relics use the following:
from AoE2ScenarioRms.util import ScenarioUtil
from AoE2ScenarioRms.flags import ObjectClear
...
object_clear = (ObjectClear.ANIMAL_OBJECTS & ~ObjectClear.WOLFS) | ObjectClear.RELICS
ScenarioUtil.clear(scenario, object_clear)
More info about Flag
objects can be found on the Python docs.
3. GridMap
The spawning of objects (units, resources etc.) works by first creating a so called GridMap
.
A GridMap
is used to store on which tiles the objects can (or cannot) spawn.
For example, you can 'tell' a GridMap
to only allow the spawning of objects on water terrains.
You can create a GridMap
using the GridMapFactory
like so:
from AoE2ScenarioRms.util import GridMapFactory
...
GridMapFactory.select(...) # Or
GridMapFactory.block(...)
The select
and block
functions can be used to either select
certain tiles, or... to block
them.
Selecting tiles means an object can spawn on them and on nothing else, blocking them means the object cannot spawn
on the tiles, but they can on all others.
So, to follow the example above of only allowing spawning on water tiles you can do the following:
from AoE2ScenarioParser.datasets.terrains import TerrainId
from AoE2ScenarioRms.util import GridMapFactory
...
grid_map = GridMapFactory.select(
scenario=scenario, # The `scenario` from AoE2DEScenario.from_file(...)
terrain_ids=TerrainId.water_terrains()
)
This takes all types of water from a dataset in the AoE2ScenarioParser
and adds them as terrain_ids
.
The function used is select(...)
which means all objects you spawn with this GridMap
will be spawned on water tiles.
The following methods of selecting which tiles to spawn objects on can be used:
Attribute | Description |
---|---|
terrain_ids |
(As seen above) - A list of terrain IDs to select/block. Terrain Ids |
terrain_marks |
A Flag that has 'shortcuts' to certain terrain aspects on a map. TerrainMarks |
object_marks |
A Flag that has 'shortcuts' to certain object aspects on a map. ObjectMarks |
object_consts |
A dict of object consts as keys and a distance as value that to select/block around the given objects. Object consts |
Terrain Ids
Todo -- Please check out the example for now: Examples.
TerrainMarks
Todo -- Please check out the example for now: Examples.
ObjectMarks
Todo -- Please check out the example for now: Examples.
Object consts
Todo -- Please check out the example for now: Examples.
4. Create Objects
Todo -- Please check out the example for now: Examples.
Examples
Please check out the example here. (no real docs atm)
Ideas for future releases:
- Player areas :monkaS:
- Scale with map size (hardcoded on parser level as map_size cannot be changed dynamically)
- v0.2.0
Support larger objects (currently only 1x1 is supported) - Automatically figure out what to remove based on CreateObjectConfig configs
- Add ability to mock the XS spawning process to estimate the amount of necessary successful spawn attempts
- Ability to bind ID to list of create objects and be able to differentiate distance to each group
- (Somehow) remove spawn order bias. Currently, the earlier the spawns the more chance they have to succeed because
- the map isn't filled up yet.
- ...
Suggestions are always welcome!
Authors
- Kerwin Sneijders (Main Author)
License
MIT License: Please see the LICENSE file.
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