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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

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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 mines
  • ObjectClear.STONES - Remove all stone mines
  • ObjectClear.BUSHES - Remove all berry and fruit bushes
  • ObjectClear.STRAGGLERS - Remove all trees not on tree terrain
  • ObjectClear.RELICS - Remove all relics
  • ObjectClear.CLIFFS - Remove all cliffs
  • ObjectClear.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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