├── .gitignore
├── LICENSE
├── README.md
├── dukedom
├── dukedom.py
└── test_dukedom.py
├── hammurabi
└── hammurabi.py
└── wumpus
└── wumpus.py
/.gitignore:
--------------------------------------------------------------------------------
1 | *.py[cod]
2 |
3 | # C extensions
4 | *.so
5 |
6 | # Packages
7 | *.egg
8 | *.egg-info
9 | dist
10 | build
11 | eggs
12 | parts
13 | bin
14 | var
15 | sdist
16 | develop-eggs
17 | .installed.cfg
18 | lib
19 | lib64
20 | __pycache__
21 |
22 | # Installer logs
23 | pip-log.txt
24 |
25 | # Unit test / coverage reports
26 | .coverage
27 | .tox
28 | nosetests.xml
29 |
30 | # Translations
31 | *.mo
32 |
33 | # Mr Developer
34 | .mr.developer.cfg
35 | .project
36 | .pydevproject
37 |
--------------------------------------------------------------------------------
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562 |
563 | 14. Revised Versions of this License.
564 |
565 | The Free Software Foundation may publish revised and/or new versions of
566 | the GNU General Public License from time to time. Such new versions will
567 | be similar in spirit to the present version, but may differ in detail to
568 | address new problems or concerns.
569 |
570 | Each version is given a distinguishing version number. If the
571 | Program specifies that a certain numbered version of the GNU General
572 | Public License "or any later version" applies to it, you have the
573 | option of following the terms and conditions either of that numbered
574 | version or of any later version published by the Free Software
575 | Foundation. If the Program does not specify a version number of the
576 | GNU General Public License, you may choose any version ever published
577 | by the Free Software Foundation.
578 |
579 | If the Program specifies that a proxy can decide which future
580 | versions of the GNU General Public License can be used, that proxy's
581 | public statement of acceptance of a version permanently authorizes you
582 | to choose that version for the Program.
583 |
584 | Later license versions may give you additional or different
585 | permissions. However, no additional obligations are imposed on any
586 | author or copyright holder as a result of your choosing to follow a
587 | later version.
588 |
589 | 15. Disclaimer of Warranty.
590 |
591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
599 |
600 | 16. Limitation of Liability.
601 |
602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
610 | SUCH DAMAGES.
611 |
612 | 17. Interpretation of Sections 15 and 16.
613 |
614 | If the disclaimer of warranty and limitation of liability provided
615 | above cannot be given local legal effect according to their terms,
616 | reviewing courts shall apply local law that most closely approximates
617 | an absolute waiver of all civil liability in connection with the
618 | Program, unless a warranty or assumption of liability accompanies a
619 | copy of the Program in return for a fee.
620 |
621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
625 | If you develop a new program, and you want it to be of the greatest
626 | possible use to the public, the best way to achieve this is to make it
627 | free software which everyone can redistribute and change under these terms.
628 |
629 | To do so, attach the following notices to the program. It is safest
630 | to attach them to the start of each source file to most effectively
631 | state the exclusion of warranty; and each file should have at least
632 | the "copyright" line and a pointer to where the full notice is found.
633 |
634 | {one line to give the program's name and a brief idea of what it does.}
635 | Copyright (C) {year} {name of author}
636 |
637 | This program is free software: you can redistribute it and/or modify
638 | it under the terms of the GNU General Public License as published by
639 | the Free Software Foundation, either version 3 of the License, or
640 | (at your option) any later version.
641 |
642 | This program is distributed in the hope that it will be useful,
643 | but WITHOUT ANY WARRANTY; without even the implied warranty of
644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
645 | GNU General Public License for more details.
646 |
647 | You should have received a copy of the GNU General Public License
648 | along with this program. If not, see .
649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
654 |
655 | {project} Copyright (C) {year} {fullname}
656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands `show w' and `show c' should show the appropriate
661 | parts of the General Public License. Of course, your program's commands
662 | might be different; for a GUI interface, you would use an "about box".
663 |
664 | You should also get your employer (if you work as a programmer) or school,
665 | if any, to sign a "copyright disclaimer" for the program, if necessary.
666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | ## Hunt the Wumpus
2 |
3 | An implementation in Python 2.7 of the original "Hunt the Wumpus" game by
4 | Gregory Yob circa the mid 1970s, as described in
5 | [The Best of Creative Computing Volume 1](http://www.atariarchives.org/bcc1/showpage.php?page=247). This
6 | implementation remains true to the original game play, including bugs
7 | (features?) that are present in the original implementation. I've made only
8 | typographical adjustments and the addition of a 'q' key to quit.
9 |
10 | $ python wumpus/wumpus.py
11 |
12 | ## Hammurabi
13 |
14 | [Hammurabi](https://en.wikipedia.org/wiki/Hamurabi) is a game of city
15 | management, the text-based ancestor of games like Civilization. You play the
16 | role of ruler of Sumeria over a decade, during which your decision as to how
17 | much to feed your people, how much land to buy and sell and harvest, decide the
18 | fate of your city. Written in Python 3 and based on the 1978 implementation in
19 | [BASIC Computer Games](http://atariarchives.org/basicgames/showpage.php?page=78).
20 |
21 | $ python3 hammurabi/hammurabi.py
22 |
23 | ## Dukedom
24 |
25 | A more complex simulation of city management than Hammurabi,
26 | [Dukedom](http://en.wikipedia.org/wiki/Dukedom_%28game%29)
27 | places you as the Duke of a duchy, competing with other duchies to build your
28 | population and land, defeat them in battle, and ultimately challenge the King
29 | for the crown. Dukedom adds war, taxes, population moral, disease and a random
30 | generation system based on normal curves that means every game will be
31 | different.
32 |
33 | Based on the implementation in
34 | [Big Computer Games 1984](http://www.atariarchives.org/bigcomputergames/showpage.php?page=11)
35 | (see the same for playing instructions). Created by Vince Talbot in 1976,
36 | revised by Jamie Hanrahan and converted to Microsoft Basic by Richard Kaapke.
37 |
38 | $ python3 dukedom/dukedom.py
39 |
--------------------------------------------------------------------------------
/dukedom/dukedom.py:
--------------------------------------------------------------------------------
1 | '''Dukedom, a more complex game of resource management than Hammurabi, with elements of empire building.
2 |
3 | Credits
4 | -------
5 | Original concept by Vince Talbot in 1976, my implementation is based on the BASIC version that appears
6 | in Big Computer Games (1984).
7 |
8 | Instructions
9 | ------------
10 | - Each peasant requires 13 hectolitres (HL) of grain per year to not starve.
11 | - It takes 2 HL of grain to plant 1 hectare (HA) of land.
12 | - If at the end of the year enough of your peasants have died that your population is reduced to a third
13 | of what it was at the start of the game, the High King will step in and take away your dukedom due to
14 | your mismanagement.
15 |
16 | Differences from the original
17 | -----------------------------
18 |
19 | - Although the instructions in Big Computer Games states that a peasant can care for no more than 4
20 | hectares of land (when it comes to planting seed), this mechanic does not actually appear to be implmented
21 | in the BASIC version (it has the text, but not the check).
22 |
23 | - As 'Fruits of war' appears in both the land and grain detailed reports, I've replaced the land entry with
24 | 'Annexed land' and the grain entry with 'Captured grain'.
25 |
26 | - The BASIC version includes a "partially Gaussian random #" generator, which uses a uniform random number
27 | generator to produce numbers with a probability density function that (seems to very loosely) approximate
28 | that of a normal function. Python has a (couple of) random number generator(s) with normal distribution built
29 | in so I just use that. Then it's just working out the mean and standard deviation for each bell curve that Talbot
30 | intended.
31 |
32 | - Instructions for original claim 'yield for fallow land is calculated each year at random (variances in the weather)
33 | and ranges from 4 to 13 hectoliters for each hectare planted.' In fact the code shows that it uses a pdf with a mean
34 | between 4 and 9, and range of -2 to 3, giving a potential random number range of 2 to 12. The game then adds 9 to that
35 | number giving a yield range of 11 to 21 for fallow land! [C=FNX%(2)+9]
36 |
37 | - Instructions claim seven year locusts eat half the field grain, but in the BASIC code it's actually 35%. [C=INT(C*.65)]
38 |
39 | - Instructions claim 'A mercenary is worth about 8 peasants in fighting power', but from the code it actually seems
40 | to be worth 7.
41 |
42 | - It seems there's a bug in the original where if you lose a war and some of your land is annexed but all your land
43 | is 'poor land' (< 60% fertility) then the land won't be allocated out of your bucketed land, but will be taken
44 | from your total.
45 |
46 | TODO
47 | ----
48 | - Check the land price probability distribution / calc, it's way off.
49 | - Co-routines to separate UI and simulation logic?
50 | - Occasionally get pdfs producing 0 when they shouldn't: curve 8
51 | - What happened to curve 7 - not used?
52 | '''
53 |
54 | import argparse
55 | import collections
56 | from itertools import chain
57 | import math
58 | import random
59 | import textwrap
60 |
61 |
62 | def main():
63 | parser = argparse.ArgumentParser()
64 | parser.add_argument('--talbot', dest='talbot', action='store_true')
65 | args = parser.parse_args()
66 | print('')
67 | print('D U K E D O M')
68 | print('')
69 | show_report = prompt_key('Do you want to skip detailed reports?', 'yn') == 'n'
70 | while True:
71 | try:
72 | dukedom(show_report, args.talbot)
73 | except EndGame as e:
74 | print(e)
75 | if prompt_key('Do you wish to play again?', 'yn') == 'n':
76 | break
77 |
78 |
79 | class GameReport:
80 |
81 | def __init__(self):
82 | self._data = collections.OrderedDict([
83 | ('Peasants at start', 96 ),
84 | ('Starvations', 0 ),
85 | ('King\'s levy', 0 ),
86 | ('War casualties', 0 ),
87 | ('Looting victims', 0 ),
88 | ('Disease victims', 0 ),
89 | ('Natural deaths', -4 ),
90 | ('Births', 8 ),
91 | ('Peasants at end', 100 ),
92 |
93 | ('Land at start', 600 ),
94 | ('Bought/sold', 0 ),
95 | ('Annexed land', 0 ),
96 | ('Land at end of year', 600 ),
97 |
98 | ('Grain at start', 5193),
99 | ('Used for food', -1344),
100 | ('Land deals', 0 ),
101 | ('Seeding', -768 ),
102 | ('Rat losses', 0 ),
103 | ('Mercenary hire', 0 ),
104 | ('Captured grain', 0 ),
105 | ('Crop yield', 1516),
106 | ('Castle expense', -120 ),
107 | ('Royal tax', -300 ),
108 | ('Grain at end of year', 4177)])
109 |
110 | def record(self, stat, x):
111 | self._data[stat] = x
112 |
113 | ZERO_EACH_YEAR = ['Starvations', 'King\'s Levy', 'Disease victims', 'Bought/sold',
114 | 'Land deals', 'Rat losses', 'Castle expense', 'War casualties',
115 | 'Looting victims', 'Annexed land', 'Captured grain', 'Royal tax']
116 |
117 | def reset(self):
118 | for x in self.ZERO_EACH_YEAR:
119 | self._data[x] = 0
120 |
121 | def __iter__(self):
122 | return iter(self._data.items())
123 |
124 |
125 | class GameState:
126 |
127 | def __init__(self):
128 | self.peasants = 100
129 | self.grain = 4177 # Hectolitres
130 | self.land = 600 # Hectares
131 | self.year = 0
132 | self.crop_yield = 3.95
133 | self.cool_down = 0
134 | self.resentment = 0 # long_term resentment trend
135 | self.buckets = [216, 200, 184, 0, 0, 0] # 100%, 80%, 60%, 40%, 20% and depleted land.
136 |
137 |
138 | def dukedom(show_report, use_talbot):
139 | if use_talbot:
140 | distributions = Talbot()
141 | else:
142 | distributions = Gaussian()
143 |
144 | report = GameReport()
145 | game = GameState()
146 | resentment = 0
147 | king = 0
148 |
149 | while True:
150 | report.record('Peasants at end', game.peasants)
151 | report.record('Land at end of year', game.land)
152 | report.record('Grain at end of year', game.grain)
153 |
154 | print('\nYear {} Peasants {} Land {} Grain {}\n'.format(game.year, game.peasants, game.land, game.grain))
155 | if show_report:
156 | def group(it, n):
157 | for _ in range(n):
158 | label, x = next(it)
159 | if x:
160 | print(' {:<22}{}'.format(label, x))
161 | print('')
162 | stats = iter(report)
163 | group(stats, 9)
164 | group(stats, 4)
165 | print(' 100% 80% 60% 40% 20% Depl')
166 | print((' ' + '{:>5}'*6).format(*game.buckets), '\n')
167 | group(stats, 11)
168 | if game.year <= 0:
169 | print('(Severe crop damage due to seven year locusts.)\n')
170 |
171 | # We start off in game year 0 for the first report. This is presumably to show continuity with
172 | # whoever was running the dukedom before, and add history to the game world.
173 | game.year = game.year + 1
174 | tax = 0
175 | levy = 0
176 |
177 | # Test for end game
178 | if game.peasants < 33:
179 | raise EndGame('pop loss')
180 | if game.land < 200:
181 | raise EndGame('land loss')
182 | if resentment > 88 or game.resentment > 99 or game.grain < 429:
183 | raise EndGame('deposed')
184 | if game.year > 45 and king == 0:
185 | raise EndGame('retirement')
186 |
187 | resentment = 0
188 | if king > 0:
189 | pay_tax = prompt_key('The King demands twice the royal tax in\n'
190 | 'THE HOPE TO PROVOKE WAR. WILL YOU PAY?', 'yn')
191 | if pay_tax == 'y':
192 | king = 2
193 | else:
194 | king = -1
195 |
196 | report.record('Peasants at start', game.peasants)
197 | report.record('Grain at start', game.grain)
198 | report.record('Land at start', game.land)
199 | report.reset()
200 |
201 | # Feed the peasants
202 | @validate_input
203 | def valid_food(x):
204 | if x > 100:
205 | if x > game.grain:
206 | raise NotEnoughGrain(game.grain)
207 | elif (x * game.peasants) > game.grain:
208 | raise NotEnoughGrain(game.grain)
209 |
210 | food = prompt_int('Grain for food = ', valid_food)
211 |
212 | # User can enter a number under 100 which represents food per peasant to give,
213 | # or a number over 100 which represents the total amount of food to give.
214 | if food > 100:
215 | food_per_capita = int(food / game.peasants)
216 | else:
217 | food_per_capita = food
218 | food = food * game.peasants
219 |
220 | if food_per_capita < 11 and food != game.grain:
221 | print('The peasants demonstrate before the castle.')
222 |
223 | game.grain -= food
224 | report.record('Used for food', -food)
225 |
226 | starved = 0
227 | overfed = 0
228 | if food_per_capita < 13:
229 | starved = game.peasants - int(food / 13)
230 | game.peasants -= starved
231 | print('Some peasants have starved')
232 | report.record('Starvations', -starved)
233 | overfed = min(4, food_per_capita - 14)
234 | resentment += (3 * starved) - (2 * overfed)
235 |
236 | if resentment > 88:
237 | raise EndGame('deposed')
238 | elif game.peasants < 33:
239 | raise EndGame('pop loss')
240 |
241 | # Buy and sell land
242 | bid = round(2 * game.crop_yield + distributions.random(1) - 5)
243 |
244 | @validate_input
245 | def valid_buy(x):
246 | if (x * bid) > game.grain:
247 | raise NotEnoughGrain(game.grain)
248 |
249 | bought = prompt_int('Land to buy at {0} HL./HA. = '.format(bid), valid_buy)
250 |
251 | if bought == 0:
252 | offer = bid - 1
253 | sellable = sum(game.buckets[:3])
254 |
255 | @validate_input
256 | def valid_sell(x):
257 | if x > sellable:
258 | raise NotEnoughGoodLand(sellable)
259 | if (x * offer) > 4000:
260 | # You cannot sell more than 4000 HL worth of land in any one year.
261 | # That's all the grain available to pay you with.
262 | raise Overfill('No buyers have that much grain, try less')
263 |
264 | try:
265 | sold = prompt_int('Land to sell at {0} HL./HA. = '.format(offer), valid_sell, limit=3)
266 | except LimitExceeded:
267 | print('Buyers have lost interest.')
268 | sold = 0
269 |
270 | if sold:
271 | game.land -= sold
272 |
273 | # allocate sold land from good land starting at 60% and working up to 100% land
274 | x = list(reversed(game.buckets[:3]))
275 | sold_buckets = list(reversed(list(allocate(x, sold))))
276 | game.buckets = [a - b for a, b in zip(game.buckets, chain(sold_buckets, [0, 0, 0]))]
277 |
278 | received = offer * sold
279 |
280 | if sold and offer < 4:
281 | print('The High King appropriates half of your earnings\nas punishment for selling at such a low price.')
282 | received = round(received / 2)
283 |
284 | game.grain += received
285 | report.record('Bought/sold', -sold)
286 | report.record('Land deals', received)
287 | else:
288 | game.land += bought
289 | game.buckets[2] += bought
290 | game.grain -= bid * bought
291 | report.record('Bought/sold', bought)
292 | report.record('Land deals', -bid * bought)
293 |
294 | # Farm land
295 | @validate_input
296 | def valid_farmland(land_to_farm):
297 | if land_to_farm > game.land:
298 | raise NotEnoughLand(game.land)
299 | elif (land_to_farm * 2) > game.grain:
300 | raise NotEnoughGrain(game.grain, hint=True)
301 | elif land_to_farm > (game.peasants * 4):
302 | raise NotEnoughWorkers(game.peasants)
303 | farmed = prompt_int('Land to be planted = ', valid_farmland)
304 | seeding = -(farmed * 2)
305 | game.grain += seeding
306 | report.record('Seeding', seeding)
307 |
308 | # War with the king
309 | if king == -2:
310 | mercs = math.floor(game.grain / 100)
311 | text = textwrap.dedent('''
312 | The King\'s army is about to attack your duchy.
313 | At 100HL each (pay in advance) you have hired
314 | {0} foreign mercenaries.
315 | '''.format(mercs)).strip()
316 | print(text)
317 | if (mercs * 8) + game.peasants > 2399:
318 | raise EndGame('victory')
319 | else:
320 | raise EndGame('defeat')
321 |
322 | # Crop gains
323 | yld = distributions.random(2) + 9
324 | if (game.year % 7) == 0:
325 | # Field grain is eaten by seven year locusts. They eat half of all your crop
326 | # in the years that they appear.
327 | print('Seven year locusts.')
328 | yld = round(yld * 0.65) # Hmm, not really half...
329 |
330 | sown = list(allocate(game.buckets, farmed))
331 | fallow = [a - b for a, b in zip(game.buckets, sown)]
332 | weighted = sum(area * (1.0 - (0.2 * i)) for i, area in enumerate(sown[:5]))
333 | if farmed > 0:
334 | game.crop_yield = round(yld * (weighted / farmed) * 100) / 100
335 | else: # avoid division by zero
336 | game.crop_yield = 0
337 |
338 | print('Yield = {} HL/HA.'.format(game.crop_yield))
339 |
340 | depletion = [0] + sown[:4] + [sum(sown[4:])]
341 | nutrition = [sum(fallow[:3])] + fallow[3:] + [0, 0]
342 | game.buckets = [a + b for a, b in zip(depletion, nutrition)]
343 |
344 | # Crop losses
345 | crop_hazards = distributions.random(3) + 3
346 | if crop_hazards > 9:
347 | # Sometimes the rats get into the granary and eat up to 10% or so of your
348 | # reserve grain. Rats never eat field grain.
349 | eaten = round((crop_hazards * game.grain) / 83)
350 | print('Rats infest the grainery')
351 | game.grain -= eaten
352 | report.record('Rat losses', -eaten)
353 |
354 | if game.peasants > 66:
355 | levy = distributions.random(4)
356 | if levy < (game.peasants / 30):
357 | # Occasionally rats will eat so much of the High King's grain that some of his
358 | # workers starve to death. When this happens, the King will require some
359 | # peasants from each of his Dukes as replacements. You may supply them as
360 | # requested or pay an alternate amount of grain.
361 | or_grain = levy * 100
362 | msg = textwrap.dedent('''
363 | The king requires {} peasants for
364 | his estate and mines. Will you supply
365 | them? (Y)es or pay {} HL. of
366 | grain instead (N)o?''').format(levy, or_grain).lstrip()
367 | if prompt_key(msg, 'yn') == 'n':
368 | game.grain -= or_grain
369 | tax = or_grain
370 | else:
371 | game.peasants -= levy
372 | report.record('King\'s levy', -levy)
373 |
374 | harvest = round(game.crop_yield * farmed)
375 |
376 | # war
377 | roll = distributions.random(5)
378 | desperation = max(2, round(11 - 1.5 * game.crop_yield)) # How badly neighbouring duchies are driven to attack
379 | war = War(distributions.random(6), game.peasants, resentment)
380 |
381 | if king == -1:
382 | king = -2
383 | print('The High King calls for peasant levies\nand hires many foreign mercenaries.')
384 | else:
385 | if roll < desperation:
386 | print('A nearby Duke threatens war.')
387 |
388 | if prompt_key('Will you attack first?', 'yn') == 'y':
389 | war.first_strike(desperation, roll)
390 | if war.ceasefire:
391 | print('Peace negotiations successful')
392 | crop_from_annexed_land = 0
393 | else:
394 | print('First strike failed - you need professionals.')
395 |
396 | if not war.ceasefire:
397 |
398 | @validate_input
399 | def validate_mercs(x):
400 | if x > 75:
401 | raise Overfill('There are only 75 available for hire.')
402 | mercs = prompt_int('How many mercenaries will you hire at 40HL. each = ', validate_mercs)
403 |
404 | won = war.campaign(mercs, game.grain)
405 | if won:
406 | if war.annexed > 399:
407 | print('You have overrun the enemy and annexed\n'
408 | 'his entire dukedom.')
409 | crop_from_annexed_land = round(war.annexed * 0.55)
410 | if king == 0:
411 | print('\nThe King fears for his throne and\n'
412 | 'may be planning direct action.')
413 | king = 1
414 | else:
415 | print('You have won the war.')
416 | # The crop you gain at the end of the year from land gained from the duchy that attacked you
417 | # is set at 0.67, presumably because the optimal way to farm land is to farm two-thirds of it
418 | # and to leave one-third fallow to gain nutrition; so we can assume that's what other duchies
419 | # are doing.
420 | crop_from_annexed_land = round(war.annexed * 0.67 * game.crop_yield)
421 |
422 | # Allocate annexed land equally between the three buckets of 'good' land.
423 | annexed = war.annexed
424 | res = []
425 | for i in range(0, 3):
426 | x = round(annexed / (3 - i))
427 | res.append(x)
428 | annexed -= x
429 | assert(annexed == 0)
430 | game.buckets = [a+b for a, b in zip(game.buckets, res + [0, 0, 0])]
431 |
432 | game.grain += war.captured_grain
433 | report.record('Captured grain', war.captured_grain)
434 |
435 | else:
436 | if war.annexed < -round(game.land * 0.67):
437 | raise EndGame('overrun')
438 |
439 | else:
440 | print('You have lost the war.')
441 | annexed_by_bucket = list(allocate(game.buckets[:3], abs(war.annexed), proportional=True))
442 | game.buckets = [a-b for a, b in zip(game.buckets, annexed_by_bucket + [0, 0, 0])]
443 |
444 | # The amount of annexed land is a negative value here.
445 | crop_from_annexed_land = round(war.annexed * (farmed / game.land) * game.crop_yield)
446 |
447 | if war.looting_victims:
448 | print('There isn\'t enough grain to pay the mercenaries.')
449 |
450 | game.grain -= war.mercenary_pay
451 |
452 | game.peasants -= war.casualties + war.looting_victims
453 | game.land += war.annexed
454 | resentment += war.resentment
455 |
456 | harvest += crop_from_annexed_land
457 |
458 | report.record('War casualties', -war.casualties)
459 | report.record('Annexed land', war.annexed)
460 | report.record('Mercenary hire', -war.mercenary_pay)
461 | report.record('Looting victims', -war.looting_victims)
462 |
463 | # demographics
464 | deaths = 0
465 | chance_of_outbreak = distributions.random(8) + 1
466 | game.cool_down -= 1
467 | if chance_of_outbreak == 1 and game.cool_down == 0:
468 | print('The BLACK PLAGUE has struck the area')
469 | game.cool_down = 13
470 | deaths = -round(game.peasants / 3)
471 | elif chance_of_outbreak < 4:
472 | print('A POX EPIDEMIC has broken out')
473 | deaths = -round(game.peasants / (chance_of_outbreak * 5))
474 | game.peasants += deaths
475 | report.record('Disease victims', deaths)
476 |
477 | natural_deaths = round(0.3 - game.peasants / 22)
478 | report.record('Natural deaths', natural_deaths)
479 |
480 | if war.looting_victims:
481 | birth_mod = 4.5
482 | else:
483 | birth_mod = distributions.random(8) + 4
484 | births = round(game.peasants / birth_mod)
485 |
486 |
487 | # Taxes and expenses
488 |
489 | if harvest > 4000:
490 | milling = round((harvest - 4000) * 0.1)
491 | else:
492 | milling = 0
493 | overhead = -120
494 | report.record('Castle expense', overhead - milling)
495 |
496 | if king >= 0:
497 | land_tax = round(game.land / 2)
498 | else:
499 | land_tax = 0
500 |
501 | if king >= 2: # royal tax is doubled
502 | land_tax *= 2
503 | if land_tax > game.grain:
504 | raise EndGame('beggared')
505 |
506 | report.record('Royal tax', -tax - land_tax)
507 |
508 | # end of year
509 | game.peasants += births + natural_deaths
510 | game.grain += harvest - milling - land_tax
511 | game.resentment = round(game.resentment * 0.85) + resentment
512 |
513 | report.record('Births', births)
514 | report.record('Crop yield', harvest)
515 |
516 |
517 | class War:
518 |
519 | """Calculate the outcome, casualties and resentment of war with a neighbouring duchy.
520 |
521 | - enemy_modifier: a random integer in the range [1, 9], is a proxy for enemy strength / size.
522 | - population: The number of peasants in your duchy.
523 | - resentment: an integer that gives the level of resentment against you by your peasants.
524 | """
525 | def __init__(self, enemy_modifier, population, resentment):
526 | self.casualties = 0
527 | self.annexed = 0
528 | self.won = False
529 | self.mercenary_pay = 0
530 | self.looting_victims = 0
531 | self.captured_grain = 0
532 | self.ceasefire = False
533 | self.population = population
534 | self.resentment = 0
535 |
536 | mood = 1.2 - (resentment / 16.0)
537 | self.away = enemy_modifier * 18 + 85
538 | self.home = round(population * mood) + 13
539 |
540 | def first_strike(self, desperation, roll):
541 | """Strike first while the neighbouring duchy prepares for war. Done well you can force their
542 | hand into early 'peace negotiations', resulting in few casualties and a small level of resentment
543 | but no losses or gains for either of you. If the first strike fails, war will occur, however you
544 | will have additional losses and resentment due to the failed sortie.
545 |
546 | - desperation: A value between 2 and 11 that represents how badly the neighbouring duchy wants
547 | to go to war, due to bad crop yields.
548 | - roll: A random value for this war, between 3 and 9.
549 | """
550 | self.ceasefire = self.home > self.away
551 | if self.ceasefire:
552 | self.casualties = 1 + desperation
553 | self.resentment = 2 * self.casualties
554 | else:
555 | self.casualties = 2 + desperation + roll
556 | self.away += (3 * self.casualties)
557 |
558 | def campaign(self, mercs, grain):
559 | """Fight the war.
560 |
561 | - mercs: a positive integer representing the number of mercenaries hired.
562 |
563 | Returns True if the campaign was won, False otherwise. Sets self.casualties with the total number
564 | of casualties since the war started.
565 | """
566 | self.home += (mercs * 7)
567 | self.away = round(self.away * 1.95)
568 | casualties = round((self.away - (mercs * 4) - round(self.home * 0.25)) / 10)
569 | self.casualties += min(self.population-self.casualties, max(0, casualties))
570 | self.annexed = round((self.home - self.away) * 0.8)
571 | self.won = self.home > self.away
572 |
573 | if self.won:
574 | self.landslide = self.annexed > 399
575 | if self.landslide:
576 | # We actually gain peasants from the population of the dukedom we've annexed.
577 | self.casualties = -47
578 | self.captured_grain = 3513
579 | else:
580 | self.captured_grain = round(self.annexed * 1.7)
581 | # Grain captured immediately from annexed land (not from harvest at the end of the year). This
582 | # can be used to pay mercenaries (unlike the harvest) and is the only form of credit in the game.
583 | grain += self.captured_grain
584 |
585 | pay = mercs * 40
586 | if pay > grain:
587 | self.mercenary_pay = grain
588 | looted = round((pay - grain) / 7) + 1
589 | self.looting_victims = min(self.population-self.casualties, looted)
590 | else:
591 | self.mercenary_pay = pay
592 |
593 | self.resentment = 2 * self.casualties + 3 * self.looting_victims
594 | return self.won
595 |
596 |
597 | def allocate(buckets, amount, proportional=False):
598 | n = len(buckets)
599 | for i, bucket in enumerate(buckets):
600 | if proportional:
601 | limit = round(bucket / (n - i))
602 | else:
603 | limit = bucket
604 | x = min(amount, limit)
605 | amount = max(amount - x, 0)
606 | yield x
607 |
608 |
609 | def validate_input(validf):
610 | def wrapper(x):
611 | if x < 0:
612 | raise ValueError()
613 | validf(x)
614 | return x
615 | return wrapper
616 |
617 |
618 | def prompt_int(msg, valid, limit=None):
619 | i = 0
620 | while True:
621 | i += 1
622 | if limit and i > limit:
623 | raise LimitExceeded
624 | try:
625 | return valid(int(input(msg)))
626 | except InvalidInput as e:
627 | print(e)
628 | except ValueError:
629 | pass
630 |
631 |
632 | def prompt_key(msg, keys):
633 | while True:
634 | val = input(msg+' ').lower()
635 | if val in keys:
636 | return val
637 |
638 |
639 | class EndGame(RuntimeError):
640 |
641 | def __init__(self, reason):
642 | msg = {
643 | 'pop loss': 'You have so few peasants left that\n'
644 | 'the High King has abolished your Ducal\n'
645 | 'right.\n',
646 | 'deposed': 'The peasants are tired of war and starvation.\n'
647 | 'You are deposed.\n',
648 | 'land loss': 'You have so little land left that\n'
649 | 'the peasants are tired of war and starvation.\n'
650 | 'You are deposed.\n',
651 | 'retirement': 'You have reached the age of retirement.\n',
652 | 'overrun' : 'You have been overrun and and have lost\n'
653 | 'your entire Dukedom. Your head is placed\n'
654 | 'atop of the castle gate.\n',
655 | 'defeat' : 'Your head is placed atop of the castle gate.\n',
656 | 'victory' : 'Wipe the blood from the crown - you are High King!\n'
657 | 'A nearby monarchy THREATENS WAR! HOW MANY ......\n\n\n',
658 | 'beggared' : 'You have insufficient grain to pay\n'
659 | 'the royal tax.\n'
660 | }[reason]
661 | super().__init__(msg)
662 |
663 |
664 | class LimitExceeded(RuntimeError):
665 |
666 | pass
667 |
668 |
669 | class InvalidInput(ValueError):
670 |
671 | pass
672 |
673 |
674 | class NotEnoughGrain(InvalidInput):
675 |
676 | def __init__(self, grain, hint=False):
677 | msg = 'But you don\'t have enough grain.\nYou only have {} HL. of grain left.'.format(grain)
678 | if hint:
679 | msg += '\nEnough to plant {} HA. of land'.format(int(grain / 2))
680 | super().__init__(msg)
681 |
682 |
683 | class NotEnoughLand(InvalidInput):
684 |
685 | def __init__(self, land):
686 | super().__init__('But you don\'t have enough land.\nYou only have {} HA. of land left.'.format(land))
687 |
688 |
689 | class NotEnoughGoodLand(InvalidInput):
690 |
691 | def __init__(self, good_land):
692 | super().__init__('But you only have {} HA. of good land.'.format(good_land))
693 |
694 |
695 | class NotEnoughWorkers(InvalidInput):
696 |
697 | def __init__(self, workers):
698 | super().__init__('But you don\'t have enough peasants to farm that land.\n'
699 | 'You only have enough to farm {} HA. of land.'.format(int(workers * 4)))
700 |
701 | class Overfill(InvalidInput):
702 |
703 | def __init__(self, msg):
704 | super().__init__(msg)
705 |
706 |
707 | class Gaussian:
708 |
709 | def __init__(self):
710 | self.means = [None] * 8
711 | self.means[0] = self._gauss(6.0, 1.0, 4, 8)
712 | self.means[1] = self._gauss(6.5, 1.1, 4, 9)
713 | self.means[2] = self._gauss(5.5, 0.9, 4, 7) # Chance of crop hazards
714 | self.means[3] = self._gauss(5.0, 1.1, 3, 7) # Chance of king's levy
715 | self.means[4] = self._gauss(6.0, 0.41, 5, 7) # Chance of war
716 | self.means[5] = self._gauss(5.0, 1.1, 3, 7) # Attacker's strength
717 | self.means[7] = self._gauss(5.0, 2.0, 1, 9) # Births
718 |
719 | def _gauss(self, mean, dev, a, b):
720 | return min(b, max(a, int(round(random.gauss(mean, dev)))))
721 |
722 | def random(self, curve):
723 | return self._gauss(0.5, 1.5, -3, 2) + self.means[curve-1]
724 |
725 |
726 | class Talbot:
727 |
728 | """Implements the "PARTIALLY GAUSSIAN RANDOM #" generator used by Talbot in his BASIC version
729 | of Dukedom. We have a (much) better Gaussian random number generator in Python, but I wanted
730 | to keep the option to use this around and I wanted to understand how Talbot's random number
731 | generation worked. I'm not sure how Talbot came up with this scheme - it doesn't seem based
732 | on any of the Gaussian approximation algorithm's I've researched from around that period."""
733 |
734 | def __init__(self):
735 | self.table = [0] * 8
736 | self.init_table()
737 |
738 | def random(self, curve):
739 | return self.fnx(curve - 1)
740 |
741 | def fnr(self, a, b):
742 | """This function uses rounding to produce a very loose approximation of a normal distribution.
743 | It will produce a pseudo-random real number in the range [a, b + 1) with uniform redistribution.
744 | As the number is rounded to the nearest integer however, the lowest number a will only be rounded
745 | down to from a < x < (a + 0.5), and b will only be rounded up to from b > x > (b - 0.5), which is
746 | half the number range the other numbers can be rounded from, so the 2 end integers will be produced
747 | with half the probability of the other integers in the interval.
748 |
749 | >>> histogram = collections.Counter(fnr(4, 7) for _ in range(10000))
750 | >>> print('fnr pdf ', sorted(histogram.most_common()))
751 | [(4, 1195), (5, 2497), (6, 2510), (7, 2553), (8, 1245)]
752 |
753 | Because this function produces integers in the interval [a, b+1), given that it 'approximates' a
754 | normal distribution we can see that the distibution has a mean of (a + b + 1) / 2. For example
755 | fnr(-2, 2) will produce a distribution with mean 0.5 (not 0); fnr(4, 7) will produce a distribution
756 | with mean 6 (not 5.5).
757 | """
758 | return int(round(random.random() * (1 + b - a) + a))
759 |
760 | def init_table(self):
761 | """Different stochastic properties within the game - births, crop yield, chance of disease, etc. - want
762 | to have different probability distributions. In this case while they all have the same standard deviation
763 | as the distribution fnr(-2, 2), we vary each curve at the start of the game by shifting its mean. TABLE
764 | is an array of the different mean transformation applied to each of the 8 probability curves used in the
765 | game. It's not the actual mean - that will actually be 0.5 higher (see fnr for explanation). An example
766 | initialization:
767 |
768 | [7, 8, 6, 4, 6, 4, 6, 2]
769 |
770 | The interesting part is that the mean shift itself for any given curve in any given game is produced
771 | with an approximately gaussian probability distribution:
772 |
773 | >>> histogram = collections.Counter()
774 | >>> for _ in range(10000):
775 | init_table()
776 | histogram.update([TABLE[0]])
777 | >>> print(sorted(histogram.most_common()))
778 | [(4, 943), (5, 1687), (6, 4667), (7, 1709), (8, 994)]
779 |
780 | where TABLE[0] is calculated with the interval (4, 7).
781 |
782 | Experimentally, initializing the table 10,000 times and taking a histogram of the values produced for
783 | each curve gives something like this:
784 |
785 | (4, 7): [(4, 983), (5, 1710), (6, 4600), (7, 1765), (8, 942)]
786 | (4, 8): [(4, 636), (5, 1206), (6, 3736), (7, 1756), (8, 2300), (9, 366)]
787 | (4, 6): [(4, 1547), (5, 2834), (6, 4650), (7, 969)]
788 | (3, 6): [(3, 865), (4, 2924), (5, 2361), (6, 3017), (7, 833)]
789 | (5, 6): [(5, 1115), (6, 7800), (7, 1085)]
790 | (3, 6): [(3, 820), (4, 3036), (5, 2353), (6, 2985), (7, 806)]
791 | (3, 8): [(3, 367), (4, 1581), (5, 1372), (6, 3224), (7, 1373), (8, 1712), (9, 371)]
792 | (1, 8): [(1, 345), (2, 1114), (3, 949), (4, 1969), (5, 1256), (6, 1939), (7, 993), (8, 1054), (9, 381)]
793 |
794 | Notice how some of the distributions - (1, 8) and (3, 6) for example - have decidedly non-gaussian profiles
795 | with two peaks and a dip in between.
796 | """
797 | pairs = [(4, 7), (4, 8), (4, 6), (3, 6), (5, 6), (3, 6), (3, 8), (1, 8)]
798 | for i, (a, b) in enumerate(pairs):
799 | r1 = self.fnr(a, b)
800 | if self.fnr(a, b) > 5:
801 | self.table[i] = int(round((r1 + self.fnr(a, b)) / 2))
802 | else:
803 | self.table[i] = r1
804 |
805 | def fnx(self, a):
806 | """This function simply shifts the mean of the probability distribution produced by fnr(-2, 2) by the
807 | pre-calculated value in TABLE[a], and produces a random number from the resulting distribution.
808 | """
809 | return self.fnr(-2, 2) + self.table[a]
810 |
811 |
812 | if __name__ == '__main__':
813 | main()
814 |
--------------------------------------------------------------------------------
/dukedom/test_dukedom.py:
--------------------------------------------------------------------------------
1 | import dukedom
2 | import unittest
3 |
4 |
5 | class Tests(unittest.TestCase):
6 |
7 | def test_allocate(self):
8 | self.assertEqual(list(dukedom.allocate([1, 0, 0], 1)), [1, 0, 0])
9 | self.assertEqual(list(dukedom.allocate([0, 1, 0], 1)), [0, 1, 0])
10 | self.assertEqual(list(dukedom.allocate([0, 0, 1], 1)), [0, 0, 1])
11 | self.assertEqual(list(dukedom.allocate([1, 0, 0], 0)), [0, 0, 0])
12 | self.assertEqual(list(dukedom.allocate([1, 0, 0], 2)), [1, 0, 0])
13 | self.assertEqual(list(dukedom.allocate([1, 1, 0], 2)), [1, 1, 0])
14 | self.assertEqual(list(dukedom.allocate([1, 1, 0], 1)), [1, 0, 0])
15 | self.assertEqual(list(dukedom.allocate([2, 0, 0], 1)), [1, 0, 0])
16 | self.assertEqual(list(dukedom.allocate([1, 0, 1], 2)), [1, 0, 1])
17 | self.assertEqual(list(dukedom.allocate([0, 0, 0], 1)), [0, 0, 0])
18 | self.assertEqual(list(dukedom.allocate([10, 10, 10], 30)), [10, 10, 10])
19 | self.assertEqual(list(dukedom.allocate([10, 10, 9 ], 30)), [10, 10, 9 ])
20 | self.assertEqual(list(dukedom.allocate([10, 10, 10], 29)), [10, 10, 9 ])
21 | self.assertEqual(list(dukedom.allocate([10, 10, 10], 15, proportional=True)), [3, 5, 7])
22 | self.assertEqual(list(dukedom.allocate([10, 0, 0], 15, proportional=True)), [3, 0, 0])
23 | self.assertEqual(list(dukedom.allocate([ 0, 10, 0], 15, proportional=True)), [0, 5, 0])
24 | self.assertEqual(list(dukedom.allocate([ 0, 0, 10], 15, proportional=True)), [0, 0, 10])
25 | self.assertEqual(list(dukedom.allocate([ 0, 0, 0], 15, proportional=True)), [0, 0, 0])
26 | self.assertEqual(list(dukedom.allocate([10, 10, 10], 2, proportional=True)), [2, 0, 0])
27 | self.assertEqual(list(dukedom.allocate([10, 10, 10], 4, proportional=True)), [3, 1, 0])
28 | self.assertEqual(list(dukedom.allocate([10, 10, 10], 9, proportional=True)), [3, 5, 1])
29 | self.assertEqual(list(dukedom.allocate([10, 10, 10], 20, proportional=True)), [3, 5, 10])
30 |
31 |
32 | class WarTests(unittest.TestCase):
33 |
34 | def _test(self, attr, expected):
35 | for enemy in range(1, 10):
36 | war = dukedom.War(enemy, 150, -10)
37 | war.campaign(10, 0)
38 | self.assertEqual(getattr(war, attr), expected[0][enemy-1], msg='enemy {}'.format(enemy))
39 |
40 | for i, pop in enumerate(range(80, 160, 10)):
41 | war = dukedom.War(5, pop, -10)
42 | war.campaign(15, 0)
43 | self.assertEqual(getattr(war, attr), expected[1][i], msg='pop {}'.format(pop))
44 |
45 | for i, resentment in enumerate(range(-40, 40, 10)):
46 | war = dukedom.War(5, 150, resentment)
47 | war.campaign(0, 0)
48 | self.assertEqual(getattr(war, attr), expected[2][i], msg='resentment {}'.format(resentment))
49 |
50 | for i, mercs in enumerate(range(0, 71, 10)):
51 | war = dukedom.War(5, 100, 0)
52 | war.campaign(mercs, 0)
53 | self.assertEqual(getattr(war, attr), expected[3][i], msg='mercenaries {}'.format(mercs))
54 |
55 | def test_outcome(self):
56 | """Test the outcome of war along the four dimensions."""
57 | expected = [
58 | [ True, True, True, True, True, False, False, False, False],
59 | [False, False, False, False, False, True, True, True, True],
60 | [ True, True, True, False, False, False, False, False, False],
61 | [False, False, False, True, True, True, True, True]]
62 | self._test('won', expected)
63 |
64 | def test_casualties(self):
65 | expected = [
66 | [7, 11, 14, 18, 21, 25, 28, 32, 35],
67 | [22, 21, 21, 20, 20, 19, 19, 18, 18],
68 | [20, 22, 25, 27, 29, 32, 34, 36, 39],
69 | [31, 25, 19, 14, 8, 2, 0, 0]]
70 | self._test('casualties', expected)
71 |
72 | population = 30
73 | war = dukedom.War(9, population, 50)
74 | war.campaign(0, 0)
75 | self.assertEqual(war.casualties, population)
76 |
77 | def test_land_annexation(self):
78 | expected = [
79 | [ 125, 97, 69, 41, 13, -15, -43, -72, -100],
80 | [ -62, -47, -33, -18, -3, 11, 26, 41, 55],
81 | [ 182, 106, 32, -43, -118, -194, -269, -343, -418],
82 | [-166, -110, -54, 2, 58, 114, 170, 226]]
83 | self._test('annexed', expected)
84 |
85 | def test_mercenary_pay(self):
86 | war = dukedom.War(5, 100, 0)
87 | for mercs in range(0, 71, 10):
88 | war.campaign(mercs, 10000)
89 | self.assertEqual(war.mercenary_pay, 40 * mercs)
90 |
91 | def test_looting_victims(self):
92 | vals = [(41, 0), (40, 0), (39, 1), (37, 1), (36, 2), (30, 2), (29, 3)]
93 | for grain, expected in vals:
94 | war = dukedom.War(5, 100, 0)
95 | war.campaign(1, grain)
96 | self.assertEqual(war.looting_victims, expected)
97 |
98 | def test_captured_grain_pays_mercenaries(self):
99 | """Test that grain captured from the enemy during victory can be used to pay mercenaries."""
100 | vals = [(160, 25, 0), (160, 23, 1), (160, 20, 2)]
101 | # In this war we win by just enough to capture 15 HL. of grain from the enemy.
102 | for pop, grain, looted in vals:
103 | war = dukedom.War(1, pop, 0)
104 | war.campaign(1, grain)
105 | self.assertEqual(war.looting_victims, looted)
106 |
107 | def test_captured_grain(self):
108 | """Test that victory results in grain captured immediately from annexed land."""
109 | expected = [
110 | [212, 165, 117, 70, 22, 0, 0, 0, 0],
111 | [ 0, 0, 0, 0, 0, 19, 44, 70, 94],
112 | [309, 180, 54, 0, 0, 0, 0, 0, 0],
113 | [ 0, 0, 0, 3, 99, 194, 289, 384]]
114 | self._test('captured_grain', expected)
115 |
116 | def test_landslide_victory(self):
117 | war = dukedom.War(1, 200, -20)
118 | war.campaign(50, 10000)
119 | self.assertTrue(war.landslide)
120 | self.assertEqual(war.casualties, -47)
121 | self.assertEqual(war.captured_grain, 3513)
122 | self.assertEqual(war.looting_victims, 0)
123 |
124 | def test_successful_first_strike(self):
125 | """Test the outcome of a successful first strike, and the casualties and resentment it produces."""
126 | values = [(2, 3, 6), (6, 7, 14), (11, 12, 24)]
127 | for desperation, casualties, resentment in values:
128 | war = dukedom.War(1, 200, -20)
129 | war.first_strike(desperation, 3)
130 | self.assertTrue(war.ceasefire)
131 | self.assertEqual(war.casualties, casualties)
132 | self.assertEqual(war.resentment, resentment)
133 |
134 | def test_failed_first_strike_outcome(self):
135 | war = dukedom.War(9, 100, 20)
136 | war.first_strike(2, 3)
137 | self.assertFalse(war.ceasefire)
138 |
139 | def test_failed_first_strike_casualties(self):
140 | """Test the outcome of a failed first strike and the casualties it produces.
141 | We don't test the resentment produced as this will be calculated after the war, which is now
142 | inevitable. However the level of failure of the first strike does affect that resentment, but
143 | there is a seperate test for that connection.
144 | """
145 | values = [(2, 7), (6, 11), (11, 16)]
146 | for desperation, casualties in values:
147 | war = dukedom.War(9, 100, 20)
148 | war.first_strike(desperation, 3)
149 | self.assertEqual(war.casualties, casualties)
150 |
151 | values = [(3, 7), (6, 10), (9, 13)]
152 | for roll, casualties in values:
153 | war = dukedom.War(9, 100, 20)
154 | war.first_strike(2, roll)
155 | self.assertEqual(war.casualties, casualties)
156 |
157 | def test_failed_first_strike_increases_enemy_strength(self):
158 | values = [(2, 3, 268), (11, 9, 313)]
159 | for desperation, roll, enemy_strength in values:
160 | war = dukedom.War(9, 100, 20)
161 | before = war.away
162 | war.first_strike(desperation, roll)
163 | self.assertGreater(war.away, before)
164 | self.assertEqual(war.away, enemy_strength)
165 |
166 | def test_failed_first_strike_accounted_for_in_campaign_accounting(self):
167 | war = dukedom.War(5, 100, 0)
168 | war.first_strike(2, 3)
169 | war.campaign(0, 0)
170 | self.assertEqual(war.casualties, 42)
171 |
172 | if __name__ == '__main__':
173 | unittest.main()
174 | # unittest.TextTestRunner().run(unittest.TestLoader().loadTestsFromName('test_dukedom.WarTests.test_captured_grain_pays_mercenaries'))
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/hammurabi/hammurabi.py:
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1 | """The classic game of Hammurabi.
2 |
3 | BUGS:
4 | - Mortality calc rates seem wrong at end of game.
5 | """
6 |
7 | from random import randint, choice, random
8 | import textwrap
9 | import math
10 |
11 |
12 | class EndGame(RuntimeError):
13 |
14 | pass
15 |
16 |
17 | class Impeached(EndGame):
18 |
19 | def __init__(self, starved):
20 | super().__init__('You starved {} people in one year!!!'.format(starved))
21 |
22 |
23 | class Resigns(EndGame):
24 |
25 | def __init__(self):
26 | super().__init__('\nHammurabi: I cannot do what you wish.\nGet yourself another steward!!!')
27 |
28 |
29 | def hammurabi():
30 | harvest = 3000
31 | grain = 2800
32 | ratfood = 200
33 | _yield = 3 # bushels per acre
34 | acres = int(math.floor(harvest / _yield))
35 | pop = 100
36 | born = 5
37 | starved = 0
38 |
39 | impeached = False
40 | plague = False
41 |
42 | total_deaths = 0
43 | mortality_rate = 0
44 |
45 | print('Try your hand at governing ancient Sumeria\n'
46 | 'for a ten-year term of office.')
47 |
48 | try:
49 | for year in range(1, 11):
50 | if plague:
51 | pop = int(pop / 2)
52 | plague_text = '\na horrible plague struck! Half the people died,'
53 | else:
54 | plague_text = ''
55 |
56 | print(textwrap.dedent('''
57 | Hammurabi: I beg to report to you,
58 | in year {}, {} people starved, {} came to the city,{}
59 | population is now {}
60 | the city now owns {} acres.
61 | You harvested {} bushels per acre.
62 | Rats ate {} bushels.
63 | You now have {} bushels in store.
64 | ''').format(year, starved, born, plague_text, pop, acres, _yield, ratfood, grain))
65 |
66 | price = randint(17, 26)
67 | print('Land is trading at {} bushels per acre.'.format(price))
68 |
69 | def prompt(msg, is_valid, fail_msg):
70 | while True:
71 | try:
72 | amt = int(input(msg + ' '))
73 | except ValueError:
74 | continue
75 | if amt < 0:
76 | raise Resigns()
77 | if is_valid(amt):
78 | return amt
79 | print(fail_msg)
80 |
81 | buy = prompt('How many acres do you wish to buy (0-{})?'.format(int(grain / price)),
82 | lambda n: n * price <= grain,
83 | 'Hammurabi: Think again. You have only {} bushels of grain. Now then,'.format(grain))
84 |
85 | if buy > 0:
86 | acres += buy
87 | grain -= price * buy
88 | elif buy == 0:
89 | sell = prompt('How many acres do you wish to sell (0-{})?'.format(acres),
90 | lambda n: n <= acres,
91 | 'Hammurabi: Think again. You own only {} acres. Now then,'.format(acres))
92 | if sell > 0:
93 | acres -= sell
94 | grain += (sell * price)
95 |
96 | feed = prompt('How many bushels do you wish to feed your people (0-{})?'.format(grain),
97 | lambda n: n <= grain,
98 | 'Hammurabi: Think again. You have only {} bushels of grain. Now then,'.format(grain))
99 | grain = grain - feed
100 |
101 | while True:
102 | limit = min(acres, grain * 2, pop * 10)
103 | planted = int(input('How many acres do you wish to plant (0-{})? '.format(limit)))
104 | if planted < 0:
105 | raise Resigns()
106 | if planted > acres:
107 | print('Hammurabi: Think again. You own only {} acres. Now then,'.format(acres))
108 | continue
109 | if (planted / 2) > grain: # 1 bushel plants 2 acres
110 | print('Hammurabi: Think again. You have only {} bushels. Now then,'.format(grain))
111 | continue
112 | if planted > (10 * pop): # 1 person can tend 10 acres
113 | print('Hammurabi: But you have only {} people to tend the fields! Now then,'.format(pop))
114 | continue
115 | break
116 |
117 | grain -= int(math.ceil(planted / 2))
118 | _yield = randint(1, 6)
119 | harvest = planted * _yield
120 | ratfood = int(grain / choice([2, 4, 6])) if bool(choice([0, 1])) else 0
121 | grain = grain + harvest - ratfood
122 | born = int(randint(1, 6) * (20 * acres + grain) / float(pop) / 100.0 + 1)
123 | fed = int(feed / 20.0)
124 | starved = pop - fed
125 | pop = pop - starved + born
126 | plague = random() < 0.15
127 | total_deaths += starved
128 | mortality_rate = ((year - 1) * mortality_rate + starved * 100 / pop) / year
129 |
130 | if starved > (pop * 0.45):
131 | raise Impeached(starved)
132 |
133 | except Impeached as e:
134 | print(e)
135 | impeached = True
136 | except Resigns as e:
137 | print(e)
138 | return
139 |
140 | acres_per_person = acres / pop
141 |
142 | print()
143 | print('In your {}-year term of office, {} percent of the\n'
144 | 'population starved per year on the average, i.e. a total of\n'
145 | '{} people died!!\n'.format(year, int(round(mortality_rate)), total_deaths))
146 |
147 | if impeached or mortality_rate > 33 or acres_per_person < 7:
148 | print('Due to your extreme mismanagement you have not only\n'
149 | 'been impeached and thrown out of office but you have\n'
150 | 'also been declared national fink!!!!')
151 | elif mortality_rate > 10 or acres_per_person < 9:
152 | print('Your heavy-handed performance smacks of Nero and Ivan IV.\n'
153 | 'The people (remaining) find you an unpleasant ruler, and,\n'
154 | 'frankly, hate your guts!!')
155 | elif mortality_rate > 3 or acres_per_person < 10:
156 | haters = int(pop * random() * 0.8)
157 | print('Your performance could have been somewhat better, but\n'
158 | 'really wasn\'t too bad at all. {} people\n'
159 | 'dearly like to see you assassinated but we all have our\n'
160 | 'trivial problems.'.format(haters))
161 | else:
162 | print('A fantastic performance!!! Charlemagne, Disraeli and\n'
163 | 'Jefferson combined could not have done better!')
164 |
165 | print('\nSo long for now.')
166 |
167 |
168 | if __name__ == '__main__':
169 | hammurabi()
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/wumpus/wumpus.py:
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1 | """Hunt the Wumpus
2 |
3 | http://www.atariarchives.org/morebasicgames/showpage.php?page=179
4 |
5 | - Bugs (in the original game also):
6 | - You can repeatedly put the same room for the arrow
7 | - No range checking on the input for rooms for the arrow
8 | """
9 |
10 | from copy import deepcopy
11 | import random
12 | import textwrap
13 |
14 |
15 | cave = {
16 | 1: (2,5,8),
17 | 2: (1,3,10),
18 | 3: (2,4,12),
19 | 4: (3,5,14),
20 | 5: (1,4,6),
21 | 6: (5,7,15),
22 | 7: (6,8,17),
23 | 8: (1,7,9),
24 | 9: (8,10,18),
25 | 10: (2,9,11),
26 | 11: (10,12,19),
27 | 12: (3,11,13),
28 | 13: (12,14,20),
29 | 14: (4,13,15),
30 | 15: (6,14,16),
31 | 16: (15,17,20),
32 | 17: (7,16,18),
33 | 18: (9,17,19),
34 | 19: (11,18,20),
35 | 20: (13,16,19)}
36 |
37 |
38 | instructions = textwrap.dedent("""
39 | Welcome to 'Hunt the Wumpus'.
40 |
41 | The wumpus lives in a cave of 20 rooms. Each room has 3 tunnels
42 | leading to other rooms. (Look at a dodecahedron to see how this works
43 | - if you don't know what a dodecahedron is, ask someone).
44 |
45 | Hazards:
46 | Bottomless Pits - two rooms have bottomless pits in them. If you go
47 | there, you fall into the pit (and lose!)
48 |
49 | Super Bats - two other rooms have super bats. If you go there, a
50 | bat grabs you and takes you to some other room at random (which
51 | might be troublesome).
52 |
53 | Wumpus:
54 | The wumpus is not bothered by the hazards (he has sucker feet and
55 | is too big for a bat to lift). Usually he is asleep. Two things
56 | wake him up: your entering his room or your shooting an arrow.
57 |
58 | If the wumpus wakes, he moves (p=.75) one room or stays still
59 | (p=.25). After that, if he is where you are, he eats you up (and you
60 | lose!)
61 |
62 | You:
63 | Each turn you may move or shoot a crooked arrow.
64 |
65 | Moving: you can go one room (through one tunnel).
66 |
67 | Arrows: you have 5 arrows. you lose when you run out. Each arrow
68 | can go from 1 to 5 rooms. You aim by telling the computer the
69 | room #s you want the arrow to go to. If the arrow can't go that
70 | way (ie no tunnel) it moves at random to the next room. If the
71 | arrow hits the wumpus, you win. If the arrow hits you, you
72 | lose.
73 |
74 | Warnings:
75 | When you are one room away from the wumpus or a hazard, the computer
76 | says:
77 |
78 | Wumpus - 'I smell a wumpus'
79 | Bat - 'Bats nearby'
80 | Pit - 'I feel a draft'""")
81 |
82 |
83 | class GameState:
84 |
85 | def __init__(self):
86 | rooms = range(1, 21)
87 | random.shuffle(rooms)
88 | spawn = iter(rooms)
89 | self.wumpus = spawn.next()
90 | self.hunter = spawn.next()
91 | self.bats = [spawn.next() for _ in range(2)]
92 | self.pits = [spawn.next() for _ in range(2)]
93 | self.arrows = 5
94 | self.playing = True
95 | self.won = False
96 |
97 |
98 | def prompt(msg, keys=None):
99 | """Prompt the player for char input, optionally restricted to a set of chars."""
100 | if keys:
101 | msg += ' ({0})'.format('-'.join(c for c in keys))
102 | while True:
103 | val = raw_input(msg + '? ').lower()
104 | if val in keys or not keys:
105 | return val
106 |
107 |
108 | def prompt_int(msg, rng=None):
109 | """Prompt the player for numeric input, optionally between a given [min, max] range (inclusive)."""
110 | if rng:
111 | msg += ' ({0}-{1})'.format(*rng)
112 | while True:
113 | try:
114 | val = int(raw_input(msg + '? '))
115 | if (rng and rng[0] <= val <= rng[1]) or not rng:
116 | return val
117 | except ValueError:
118 | pass
119 |
120 |
121 | def move_wumpus(game):
122 | if random.random() > 0.25:
123 | game.wumpus = random.choice(cave[game.wumpus])
124 |
125 |
126 | def hunt_the_wumpus():
127 | quitting = False
128 | last_game = None
129 | reset = True
130 |
131 | if prompt('Instructions', 'yn') == 'y':
132 | print instructions
133 |
134 | while not quitting:
135 | if reset:
136 | game = GameState()
137 | last_game = deepcopy(game)
138 | else:
139 | game = deepcopy(last_game)
140 |
141 | playing = True
142 | won = False
143 |
144 | print
145 | print 'Hunt the Wumpus'
146 | print
147 |
148 | while playing:
149 | neighbouring_caves = cave[game.hunter]
150 | if game.wumpus in neighbouring_caves:
151 | print 'I smell a wumpus!'
152 | if any(bat in neighbouring_caves for bat in game.bats):
153 | print 'Bats nearby!'
154 | if any(pit in neighbouring_caves for pit in game.pits):
155 | print 'I feel a draught.'
156 | print 'You are in room', game.hunter
157 | print 'Tunnels lead to {0}, {1}, {2}'.format(*neighbouring_caves)
158 |
159 | command = prompt('Shoot, Move or Quit', 'smq')
160 |
161 | if command == 'q':
162 | playing = False
163 | quitting = True
164 |
165 | if command == 'm':
166 | while True:
167 | to = prompt_int('Where to')
168 | if to in neighbouring_caves:
169 | game.hunter = to
170 | break
171 | else:
172 | print 'Not possible -'
173 |
174 | if game.hunter in game.bats:
175 | print 'Zap -- super bat snatch! Elsewhereville for you!'
176 | game.hunter = random.randrange(0, 21)
177 | elif game.hunter in game.pits:
178 | print 'YYYIIIIEEEE... fell in pit'
179 | playing = False
180 | elif game.hunter == game.wumpus:
181 | print '... oops! Bumped a wumpus'
182 | move_wumpus(game)
183 | if game.hunter == game.wumpus:
184 | print 'Tsk, tsk, tsk - Wumpus got you!'
185 | playing = False
186 |
187 | print
188 |
189 | elif command.lower() == 's':
190 | n = prompt_int('No. of rooms', [1, 5])
191 | path = []
192 | while len(path) < n:
193 | room = prompt_int('Room')
194 | if (len(path) == 1 and room == game.hunter) or (len(path) > 1 and room == path[-2]):
195 | print 'Arrows aren\'t that crooked - try another room'
196 | else:
197 | path.append(room)
198 |
199 | curr = game.hunter
200 | for room in path:
201 | if room in cave[curr]:
202 | if room == game.hunter:
203 | print 'Ouch! Arrow got you!'
204 | playing = False
205 | break
206 | elif room == game.wumpus:
207 | print 'Aha! You got the wumpus!'
208 | playing = False
209 | won = True
210 | break
211 | curr = room
212 | else:
213 | curr = random.choice(cave[curr])
214 | else:
215 | print 'Missed'
216 |
217 | if not won:
218 | game.arrows -= 1
219 | if not game.arrows:
220 | playing = False
221 |
222 | move_wumpus(game)
223 | if game.hunter == game.wumpus:
224 | print 'Tsk, tsk, tsk - wumpus got you!'
225 | playing = False
226 |
227 | print
228 |
229 | if not quitting:
230 | if won:
231 | print 'Hee hee hee - the Wumpus\'ll getcha next time!!'
232 | else:
233 | print 'Ha ha ha - you lose!'
234 |
235 | reset = prompt('Same set-up', 'yn') == 'n'
236 | print
237 |
238 |
239 | if __name__ == '__main__':
240 | hunt_the_wumpus()
241 |
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