EmpireCore
Fully typed Python library for Goodgame Empire
Features • Installation • Quick Start • Services • Contributing
Warning: Work in Progress
This library is under active development. APIs may change, and some features are incomplete or untested.
Features
| Category | Description |
|---|---|
| Connection | Synchronous WebSocket with a background receive thread and keepalive |
| Protocol Models | Pydantic models for all GGE commands with type-safe request/response handling |
| Services | High-level APIs for alliance, castle, and more - auto-attached to client |
| State Tracking | Player, castles, resources, movements |
Installation
# Using uv (recommended)
uv add empire-core
# Or with pip
pip install empire-core
For development:
git clone https://github.com/eschnitzler/EmpireCore.git
cd EmpireCore
uv sync
Quick Start
from empire_core import EmpireClient
client = EmpireClient(username="your_user", password="your_pass")
client.login()
# Services are auto-attached to the client
client.alliance.send_chat("Hello alliance!")
client.alliance.help_all()
castles = client.castle.get_all()
for c in castles:
print(f"{c.castle_name} at ({c.x}, {c.y})")
client.close()
Services
Services provide high-level APIs and are automatically attached to the client.
AllianceService (client.alliance)
# Send chat message
client.alliance.send_chat("Hello!")
# Get chat history
history = client.alliance.get_chat_log()
for entry in history:
print(f"{entry.player_name}: {entry.decoded_text}")
# Help all members
response = client.alliance.help_all()
print(f"Helped {response.helped_count} members")
# Subscribe to incoming messages
def on_message(msg):
print(f"[{msg.player_name}] {msg.decoded_text}")
client.alliance.on_chat_message(on_message)
CastleService (client.castle)
# Get all castles
castles = client.castle.get_all()
# Get detailed info
details = client.castle.get_details(castle_id=12345)
print(f"Buildings: {len(details.buildings)}")
# Select a castle
client.castle.select(castle_id=12345)
# Get resources
resources = client.castle.get_resources(castle_id=12345)
print(f"Wood: {resources.wood}, Stone: {resources.stone}")
Map Scanning
Scan a kingdom for castles, outposts, capitals, etc. A full scan uses BFS discovery from your castle's position and can take a few minutes:
from empire_core.protocol.models.map import Kingdom, MapItemType
result = client.scan_kingdom(Kingdom.GREEN, item_types=[MapItemType.CASTLE])
print(f"{len(result.items)} items, {len(result.failed_chunks)} failed chunks")
chunk_delay (default 0.2s) paces the requests — the server drops
connections that sustain a high request rate, so don't lower it for
long-running scans unless you know the server tolerates it.
Re-scanning cheaply: result.content_chunks lists the chunks that
contained items. Feed it back into scan_chunks() to re-scan a known
region without paying for BFS discovery of the empty boundary again
(roughly a third fewer requests). Run a full scan_kingdom() periodically
to pick up content that appeared in previously-empty chunks:
# Discovery scan (expensive, occasionally)
discovery = client.scan_kingdom(Kingdom.GREEN, item_types=[MapItemType.CASTLE])
# Targeted re-scans (cheap, frequently)
fresh = client.scan_chunks(
Kingdom.GREEN, list(discovery.content_chunks), item_types=[MapItemType.CASTLE]
)
For very frequent scans, split content_chunks across multiple logged-in
accounts (e.g. interleaved slices chunks[i::n]) and run the
scan_chunks() calls concurrently — per-account request rate is what the
server rate-limits.
Protocol Models
For lower-level access, use protocol models directly:
from empire_core.protocol.models import (
AllianceChatMessageRequest,
GetCastlesRequest,
parse_response,
)
# Build a request
request = AllianceChatMessageRequest.create("Hello 100%!")
packet = request.to_packet()
# -> "%xt%EmpireEx_21%acm%1%{"M": "Hello 100%!"}%"
# Fire-and-forget (no response awaited)
client.send(request)
# Or wait for and parse the response
response = client.send(GetCastlesRequest(), wait=True)
Error Handling
Calls that wait for a response raise typed exceptions on failure instead of
returning None — so a timeout, a dropped connection, and a server-side
rejection are distinguishable. All inherit from EmpireError.
from empire_core.exceptions import CommandError, EmpireTimeoutError, ConnectionClosedError
try:
castles = client.castle.get_all()
except CommandError as e:
# Server answered with a non-zero error code
print(f"rejected: {e.command} code {e.code}")
except EmpireTimeoutError:
# No response within the timeout
...
except ConnectionClosedError:
# Connection dropped while waiting
...
EmpireTimeoutError also subclasses the builtin TimeoutError, so
except TimeoutError works too. Action helpers (e.g. client.castle.select())
return bool — False means the server rejected the action, while transport
failures still raise.
Contributing
See CONTRIBUTING.md for:
- Adding new protocol commands
- Creating new services
- Protocol model conventions
- Testing guidelines
Architecture
empire_core/
├── client/ # EmpireClient - main entry point
├── protocol/
│ └── models/ # Pydantic models for GGE commands
├── services/ # High-level service APIs
├── state/ # Game state models
└── network/ # WebSocket connection
For educational purposes only. Use responsibly.
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