Created
July 24, 2021 20:43
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Age of Empires 2 TC Idle time calculator
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import os | |
from typing import ItemsView | |
from construct.core import Switch | |
from mgz import header, body | |
from pprint import pprint | |
tc_building_id = 0 | |
total_time_until_castle_click = 0 | |
tc_work_time = 0 | |
VILL_ID = 83 #ids pulled from test runs and manual inspection of parsed save file TODO is there a better way? | |
VILL_TIME = 25000 #in ms, pulled from aoe2 wiki | |
LOOM_ID = 22 | |
LOOM_TIME = 25000 | |
WHEELBARROW_ID = 213 | |
WHEELBARROW_TIME = 75000 | |
TOWNWATCH_ID = 8 | |
TOWNWATCH_TIME = 25000 | |
FEUDAL_ID = 101 | |
FEUDAL_TIME = 130000 | |
CASTLE_ID = 102 | |
ID_INFO = dict([(VILL_ID, VILL_TIME), | |
(LOOM_ID, LOOM_TIME), | |
(WHEELBARROW_ID, WHEELBARROW_TIME), | |
(TOWNWATCH_ID, TOWNWATCH_TIME), | |
(FEUDAL_ID, FEUDAL_TIME) | |
]) | |
def isVillQueue(action): | |
global tc_building_id | |
if action.type == "de_queue" and action.unit_type == VILL_ID: | |
tc_building_id = action.building_ids[0] | |
return True | |
else: | |
return False | |
#TODO how to distinguish what we are dequeing (vill vs tech). | |
# right now we assume dequeuing is always dequeueing a vill (which also works for loom and townwatch b/c they take the same time) | |
# TODO how could we know which item in the queue we are dequeuing (e.g. currently being completed, or not yet started) | |
# this info is not relevant to "effective" idle time calculations, but necessary for overall idle time | |
def isVillDequeue(action): | |
return action.type == "order" and action.building_id == -1 and tc_building_id in action.unit_ids | |
def isTCResearch(action): | |
return action.type == "research" and action.building_id == tc_building_id | |
def tcResearchTime(action): | |
return ID_INFO[action.technology_type] | |
# to calculate tc work time, add up the build time for everything queued, and substract the build time of everything dequeued | |
# this assumes dequeuing a partially completed items (vills or research) should count as idle time | |
# e.g. queue a vill for 15 seconds, then cancelling that vill before it is completed means your tc was effectively idle for 15 seconds. | |
def inducedTCWorkTime(action): | |
tc_work_time = 0 | |
if hasattr(action, "player_id") and action.player_id == 2: #ignore player 2 actions | |
return tc_work_time | |
if isVillQueue(action): | |
print("ENQUEUE") | |
print(op) | |
tc_work_time += action.queue_amount * VILL_TIME | |
elif isVillDequeue(action): | |
print("DEQUEUE") | |
print(op) | |
tc_work_time -= VILL_TIME #can only dequeue one unit at a time? | |
elif isTCResearch(action): | |
tc_work_time += tcResearchTime(action) | |
return tc_work_time | |
def isCastleResearch(op): | |
return op.type == "action" and op.action.type == "research" and op.action.technology_type == CASTLE_ID | |
#TODO how to make this work cross-platform | |
with open('/mnt/c/Users/mark-omi/Games/Age of Empires 2 DE/76561198177849325/savegame/rec.aoe2record', 'rb') as data: | |
eof = os.fstat(data.fileno()).st_size | |
info = header.parse_stream(data) | |
#print(info) | |
body.meta.parse_stream(data) | |
#exit() | |
tc_work_time = 0 | |
while data.tell() < eof: | |
op = body.operation.parse_stream(data) | |
if isCastleResearch(op): | |
#TODO would like to only break when castle research actually starts (rather than just being queued) | |
#to do this, we need to keep track of when each item queued actually completes | |
#we are essentially rebuilding a tiny portion of the game engine by doing this | |
break | |
elif (op.type == "action" and not op.action.type_int in [103, 130]): #103, 130 are unknown commands | |
#print(op.action) | |
tc_work_time += inducedTCWorkTime(op.action) | |
elif (op.type == "sync"): | |
total_time_until_castle_click += op.time_increment | |
print(tc_work_time) | |
print(total_time_until_castle_click) | |
print("pre-castle idle time: " + str((total_time_until_castle_click - tc_work_time)/1000)) | |
At the time, I believe "order" was the way the commamds encoded that user ordered an action. The rest of that conditional is what specified a dequeue order specifically. The API might have changed since I wrote this though
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why line 52 is intercepting "order" action? not "stop"?