OpenKKnD/game/sim/match.py

366 lines
12 KiB
Python

"""Pitchwell match stub — open / build / tick / HQ victory (GAMEPLAY.md v0 slice).
Godot-less, CLI-startable. One map, two factions, one well, T1 melee path.
"""
from __future__ import annotations
from dataclasses import dataclass, field
from enum import Enum
from typing import Optional
from .catalog import (
BUILDINGS,
DROPOFF_BY_FACTION,
FACTION_HOST,
FACTION_STAFF,
HQ_BY_FACTION,
HZ,
POP_CAP_MAX,
START_PITCH,
START_POP_CAP,
T1_HALL_BY_FACTION,
T1_MELEE_BY_FACTION,
UNITS,
WORKER_BY_FACTION,
BuildSpec,
UnitSpec,
harvest_mod,
)
from .pitch_economy import SEEP_PER_SEC, SumpWell, WELL_CAPACITY
class MatchPhase(str, Enum):
OPEN = "open"
RUNNING = "running"
ENDED = "ended"
@dataclass
class Building:
spec_id: str
hp: float
max_hp: float
complete: bool = True
remaining_s: float = 0.0
well_link: Optional[int] = None # index into Match.wells when dropoff
@property
def role(self) -> str:
return BUILDINGS[self.spec_id].role
@property
def alive(self) -> bool:
return self.hp > 0.0
@dataclass
class Unit:
spec_id: str
hp: float
max_hp: float
target_hq: bool = False # v0: attack enemy HQ when True
@property
def spec(self) -> UnitSpec:
return UNITS[self.spec_id]
@property
def alive(self) -> bool:
return self.hp > 0.0
@dataclass
class QueueItem:
kind: str # building | unit
spec_id: str
remaining_s: float
well_index: Optional[int] = None # dropoff claim target
@dataclass
class Side:
faction: str
pitch: float = START_PITCH
pop_cap: int = START_POP_CAP
buildings: list[Building] = field(default_factory=list)
units: list[Unit] = field(default_factory=list)
queue: list[QueueItem] = field(default_factory=list)
claimed_wells: set[int] = field(default_factory=set)
@property
def hq(self) -> Optional[Building]:
for b in self.buildings:
if b.role == "hq" and b.alive:
return b
return None
@property
def hq_alive(self) -> bool:
return self.hq is not None
@property
def pop_used(self) -> int:
return sum(u.spec.pop for u in self.units if u.alive)
def can_afford(self, cost: float) -> bool:
return self.pitch >= cost
def has_producer(self) -> bool:
return any(b.complete and b.alive and b.role == "producer" for b in self.buildings)
def has_building(self, spec_id: str) -> bool:
return any(b.spec_id == spec_id and b.complete and b.alive for b in self.buildings)
@dataclass
class Match:
"""Two-side skirmish. Win when enemy HQ hp <= 0 (GAMEPLAY.md Modes)."""
sides: dict[str, Side]
wells: list[SumpWell] = field(default_factory=list)
phase: MatchPhase = MatchPhase.OPEN
winner: Optional[str] = None
tick_i: int = 0
sim_t: float = 0.0
hz: int = HZ
def side(self, faction: str) -> Side:
return self.sides[faction]
def enemy_of(self, faction: str) -> str:
return FACTION_HOST if faction == FACTION_STAFF else FACTION_STAFF
def start(self) -> None:
if self.phase == MatchPhase.OPEN:
self.phase = MatchPhase.RUNNING
def enqueue_building(
self, faction: str, spec_id: str, *, well_index: Optional[int] = None
) -> str:
"""Pay + queue a building. Returns ok or error token."""
if self.phase == MatchPhase.ENDED:
return "ended"
side = self.side(faction)
if spec_id not in BUILDINGS:
return "unknown_building"
spec: BuildSpec = BUILDINGS[spec_id]
if spec.role == "hq":
return "hq_not_buildable"
if not side.can_afford(spec.pitch):
return "need_pitch"
if len(side.queue) >= 8:
return "queue_full"
if spec.role == "dropoff":
if well_index is None:
return "need_well"
if well_index < 0 or well_index >= len(self.wells):
return "bad_well"
side.pitch -= spec.pitch
side.queue.append(
QueueItem("building", spec_id, spec.build_s, well_index=well_index)
)
if self.phase == MatchPhase.OPEN:
self.phase = MatchPhase.RUNNING
return "ok"
def enqueue_unit(self, faction: str, spec_id: str) -> str:
if self.phase == MatchPhase.ENDED:
return "ended"
side = self.side(faction)
if spec_id not in UNITS:
return "unknown_unit"
spec = UNITS[spec_id]
if spec.role != "worker" and not side.has_producer():
return "need_producer"
if not side.can_afford(spec.pitch):
return "need_pitch"
if side.pop_used + spec.pop > side.pop_cap:
return "need_pop"
if len(side.queue) >= 8:
return "queue_full"
side.pitch -= spec.pitch
side.queue.append(QueueItem("unit", spec_id, spec.build_s))
if self.phase == MatchPhase.OPEN:
self.phase = MatchPhase.RUNNING
return "ok"
def grant_pitch(self, faction: str, amount: float) -> None:
"""Offline cheat (GAMEPLAY.md: pitch NNNN offline-only)."""
if amount < 0:
raise ValueError("amount must be >= 0")
self.side(faction).pitch += amount
def order_attack_hq(self, faction: str) -> int:
"""All living non-worker units attack enemy HQ. Returns count ordered."""
n = 0
for u in self.side(faction).units:
if u.alive and u.spec.role != "worker":
u.target_hq = True
n += 1
return n
def _finish_building(self, side: Side, item: QueueItem) -> None:
spec = BUILDINGS[item.spec_id]
b = Building(item.spec_id, spec.hp, spec.hp, complete=True)
if spec.role == "housing":
side.pop_cap = min(POP_CAP_MAX, side.pop_cap + spec.pop_bonus)
if spec.role == "dropoff" and item.well_index is not None:
b.well_link = item.well_index
# Last finished refinery holds the seep (GAMEPLAY.md)
for other in self.sides.values():
other.claimed_wells.discard(item.well_index)
side.claimed_wells.add(item.well_index)
well = self.wells[item.well_index]
well.claim_via_refinery()
side.buildings.append(b)
def _finish_unit(self, side: Side, item: QueueItem) -> None:
spec = UNITS[item.spec_id]
side.units.append(Unit(item.spec_id, spec.hp, spec.hp))
def _advance_queue(self, side: Side, dt: float) -> None:
"""Advance serial build/train queue; carry leftover dt to the next item."""
left = dt
while side.queue and left > 0.0:
item = side.queue[0]
if item.remaining_s > left:
item.remaining_s -= left
return
left -= item.remaining_s
item.remaining_s = 0.0
if item.kind == "building":
self._finish_building(side, item)
else:
self._finish_unit(side, item)
side.queue.pop(0)
def _tick_economy(self, dt: float) -> None:
for idx, well in enumerate(self.wells):
if not well.claimed or well.remaining <= 0.0:
continue
# Owner = faction that holds claim
owner: Optional[str] = None
for fid, side in self.sides.items():
if idx in side.claimed_wells:
owner = fid
break
if owner is None:
continue
raw = well.tick_seep(dt)
self.sides[owner].pitch += raw * harvest_mod(owner)
def _tick_combat(self, dt: float) -> None:
for fid, side in self.sides.items():
enemy = self.sides[self.enemy_of(fid)]
hq = enemy.hq
if hq is None:
continue
for u in side.units:
if not u.alive or not u.target_hq:
continue
dmg = u.spec.dps * dt
hq.hp = max(0.0, hq.hp - dmg)
if hq.hp <= 0.0:
# Remove dead HQ from buildings list conceptually via alive check
break
def _check_victory(self) -> None:
alive = {fid: side.hq_alive for fid, side in self.sides.items()}
living = [fid for fid, ok in alive.items() if ok]
if len(living) == 1:
self.phase = MatchPhase.ENDED
self.winner = living[0]
elif len(living) == 0:
self.phase = MatchPhase.ENDED
self.winner = None # draw
def tick(self, dt: float) -> None:
if self.phase == MatchPhase.ENDED:
return
if self.phase == MatchPhase.OPEN:
self.phase = MatchPhase.RUNNING
for side in self.sides.values():
self._advance_queue(side, dt)
self._tick_economy(dt)
self._tick_combat(dt)
self.tick_i += 1
self.sim_t += dt
self._check_victory()
def tick_hz(self, n: int = 1) -> None:
dt = 1.0 / self.hz
for _ in range(n):
if self.phase == MatchPhase.ENDED:
break
self.tick(dt)
def snapshot(self) -> dict:
out: dict = {
"phase": self.phase.value,
"winner": self.winner,
"tick": self.tick_i,
"t": round(self.sim_t, 3),
"wells": [
{
"remaining": round(w.remaining, 2),
"claimed": w.claimed,
}
for w in self.wells
],
"sides": {},
}
for fid, side in self.sides.items():
hq = side.hq
out["sides"][fid] = {
"pitch": round(side.pitch, 2),
"pop": f"{side.pop_used}/{side.pop_cap}",
"hq_hp": None if hq is None else round(hq.hp, 1),
"buildings": [b.spec_id for b in side.buildings if b.alive],
"units": [u.spec_id for u in side.units if u.alive],
"queue": [q.spec_id for q in side.queue],
"wells": sorted(side.claimed_wells),
}
return out
def open_match(*, hz: int = HZ) -> Match:
"""Match open: each side HQ + 4 workers, 500 Pitch, one shared well (GAMEPLAY.md)."""
sides: dict[str, Side] = {}
for faction in (FACTION_STAFF, FACTION_HOST):
hq_id = HQ_BY_FACTION[faction]
hq_spec = BUILDINGS[hq_id]
worker_id = WORKER_BY_FACTION[faction]
w_spec = UNITS[worker_id]
side = Side(faction=faction)
side.buildings.append(Building(hq_id, hq_spec.hp, hq_spec.hp))
for _ in range(4):
side.units.append(Unit(worker_id, w_spec.hp, w_spec.hp))
sides[faction] = side
well = SumpWell(remaining=WELL_CAPACITY)
m = Match(sides=sides, wells=[well], hz=hz)
return m
def seed_v0_path(m: Match, faction: str) -> list[str]:
"""Enqueue Seed slice: dropoff on well 0, housing, T1 producer (GAMEPLAY.md Seed)."""
notes: list[str] = []
drop = DROPOFF_BY_FACTION[faction]
# housing / hall keyed in catalog helpers — import locally to avoid cycle noise
from .catalog import HOUSING_BY_FACTION
housing = HOUSING_BY_FACTION[faction]
hall = T1_HALL_BY_FACTION[faction]
for spec_id, kwargs in (
(drop, {"well_index": 0}),
(housing, {}),
(hall, {}),
):
r = m.enqueue_building(faction, spec_id, **kwargs)
notes.append(f"{spec_id}:{r}")
return notes
def train_t1_melee(m: Match, faction: str, n: int = 3) -> list[str]:
uid = T1_MELEE_BY_FACTION[faction]
return [f"{uid}:{m.enqueue_unit(faction, uid)}" for _ in range(n)]