moved to template and changed defaults to be more reasonable

This commit is contained in:
Pagwin 2026-06-17 15:05:59 -04:00
parent e350036b1b
commit dd99ed8a23
2 changed files with 733 additions and 568 deletions

730
index.html Normal file
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Days Without Strife - Planner</title>
<style>
* {
box-sizing: border-box;
}
:root {
color-scheme: light dark;
}
body {
font-family: system-ui, sans-serif;
margin: 0;
padding: 1.5rem;
max-width: 100vw;
margin-inline: auto;
line-height: 1.4;
}
h1 {
margin-top: 0;
}
fieldset {
margin: 1rem 0;
border: 1px solid #8884;
border-radius: 8px;
}
legend {
font-weight: 600;
padding: 0 .4rem;
}
label {
display: inline-block;
}
input,
select,
textarea {
font: inherit;
padding: .2rem .35rem;
}
input[type=number] {
width: 6rem;
}
button {
font: inherit;
padding: .3rem .7rem;
border-radius: 6px;
border: 1px solid #8886;
cursor: pointer;
background: #8881;
}
button.primary {
background: #2563eb;
color: #fff;
border-color: #2563eb;
padding: .5rem 1.2rem;
font-weight: 600;
}
.mini {
padding: .1rem .45rem;
font-size: .85rem;
}
textarea {
width: 100%;
box-sizing: border-box;
}
.grid {
display: grid;
grid-template-columns: repeat(auto-fit, minmax(180px, 1fr));
gap: .6rem 1rem;
}
.field {
display: flex;
flex-direction: column;
gap: .15rem;
min-width: 0;
}
.field>span {
font-size: .8rem;
opacity: .8;
}
pre {
background: #8881;
padding: 1rem;
border-radius: 8px;
overflow: auto;
}
.err {
color: #dc2626;
white-space: pre-wrap;
}
.help {
font-size: .8rem;
opacity: .75;
margin: .2rem 0 0;
}
/* Each input "row" is a card whose labeled fields flow in an auto-fit grid,
so wide rows wrap onto multiple lines instead of overflowing the page. */
.cards {
display: grid;
gap: .6rem;
}
.card {
border: 1px solid #8884;
border-radius: 8px;
padding: .55rem .7rem;
display: grid;
gap: .45rem .8rem;
align-items: end;
grid-template-columns: repeat(auto-fit, minmax(150px, 1fr));
}
.card input,
.card select,
.card textarea {
width: 100%;
}
.card input[type=checkbox] {
width: auto;
}
.card .check {
flex-direction: row;
align-items: center;
gap: .35rem;
}
.card-actions {
align-self: start;
justify-self: end;
}
.log-cell {
display: none;
}
.card.log-on .log-cell {
display: flex;
}
.card.log-on .linear-only {
opacity: .4;
}
/* Output tables: a CSS grid kept inside a scroll container so it never
stretches the page wider than it should. */
.gtable-wrap {
overflow-x: auto;
margin-top: .3rem;
}
.gtable {
display: grid;
width: max-content;
min-width: 100%;
}
.gtable>div {
padding: .25rem .5rem;
border-bottom: 1px solid #8883;
}
.gtable>.gh {
font-size: .85rem;
opacity: .8;
border-bottom: 1px solid #8886;
}
</style>
</head>
<body>
<h1>Days Without Strife &mdash; Planner Optimizer</h1>
<fieldset>
<legend>Game</legend>
<div class="grid">
<label class="field"><span>Turns</span><input id="turns" type="number" min="1" value="5"
oninput="refreshTurnSelects()"></label>
<label class="field"><span>Extra renown (constant)</span><input id="extra_renown" type="number"
value="0"></label>
<label class="field"><span>Airships already launched</span><input id="airships_launched" type="number"
min="0" value="0"></label>
<label class="field"><span>Max resource</span><input id="max_resource" type="number" min="1"
value="300"></label>
<label class="field"><span>Max vat</span><input id="max_vat" type="number" min="1" value="12"></label>
<label class="field"><span>Solver time limit (s)</span><input id="time" type="number" min="1"
value="30"></label>
</div>
</fieldset>
<fieldset>
<legend>Starting resources</legend>
<div class="grid" id="start"></div>
</fieldset>
<fieldset>
<legend>Tradeable into (Trade Goods convert 1-for-1 for scoring)</legend>
<div id="tradeable"></div>
</fieldset>
<fieldset>
<legend>Cities</legend>
<p class="help">The <b>name</b> is the city's unique identifier &mdash; it labels the
output plan and is what an agent's "forced city" refers to. <b>Upgrades</b> are the
ones already installed at the start; the available choices follow the city's type.
<b>Adjacent cities</b> lists neighbours by name (adjacency is symmetric); an
Industrialist Governor grants free Infrastructure to its city and every adjacent one.
</p>
<div id="cities" class="cards"></div>
<button class="mini" type="button" onclick="addCity()">+ city</button>
</fieldset>
<fieldset>
<legend>Agents</legend>
<p class="help">Pick a known agent; its governor behaviour is implicit and
shown in the <b>Effect</b> column. The <b>name</b> identifies it and is what a
forced city refers back to. All effects apply while the agent is Governor of a
city (at most one city per turn).</p>
<div id="agents" class="cards"></div>
<button class="mini" type="button" onclick="addAgent()">+ agent</button>
</fieldset>
<fieldset>
<legend>Objective &mdash; scoring terms</legend>
<p class="help">Each term scores a resource (or <code>renown</code>) at the end of a
turn (blank turn = final turn). For a <b>log</b> term, write a JS expression that
evals to a one-argument function, e.g. <code>(x) =&gt; Math.log2(x + 1)</code>.
It is called over amounts <code>0..max_resource</code> in the browser to build the
lookup table.</p>
<div id="terms" class="cards"></div>
<button class="mini" type="button" onclick="addTerm()">+ term</button>
</fieldset>
<fieldset>
<legend>Resource constraints</legend>
<div id="constraints" class="cards"></div>
<button class="mini" type="button" onclick="addConstraint()">+ constraint</button>
</fieldset>
<p>
<button class="primary" type="button" onclick="run()">Solve</button>
</p>
<div id="error" class="err"></div>
<div id="output"></div>
<script>
const RESOURCES = ["capital", "luxuries", "steel", "brass", "electrum", "trade_goods", "express"];
const SCORE_KEYS = RESOURCES.concat(["renown"]);
const CITY_TYPES = ["hub", "foundry", "monument", "metropolis"];
const ACTIONS = ["idle", "collect", "renovate", "upgrade", "launch"];
// Upgrades that apply to any city type, plus the type-specific "3rd" upgrade.
const UNIVERSAL_UPGRADES = ["infrastructure", "harvester", "fortification"];
const TYPE_UPGRADE = {
hub: "fine_dining", foundry: "overflow_vats",
metropolis: "transit_authority", monument: "propaganda"
};
// Known agents and the implicit logic each one carries.
const AGENT_PRESETS = {
Planner: {overwork: true},
Baron: {bonus_trade_goods: 3}, // +N Trade Goods per Bastion on collect
Builder: {free_upgrade: true},
Capitalist: {bonus_capital: 2}, // +2 Capital on collect
Vinter: {bonus_luxuries: 2}, // +2 Luxuries on collect
Artificer: {bonus_trade_goods: 1}, // +1 Trade Good on collect
Metallurgist: {grants_overflow_vats: true}, // Overflow Vats on a Foundry
Industrialist: {grants_infrastructure: true}, // free Infrastructure
Foreman: {free_renovate: true}, // Renovate without spending the Action
Prodigy: {steel_refund: 2}, // refund <=2 Steel on Upgrade/Launch
Provisioner: {governor_electrum_half: 3}, // +1.5 Electrum / governing turn
Courier: {onetime_governor_bonus: {capital: 3, steel: 3, brass: 3}},
};
// Short human-readable effect, shown inline next to each agent's dropdown.
const AGENT_DESC = {
Planner: "Overwork: double Collection & waive Capital cost; locks next-turn Collect",
Baron: "+N Trade Goods per Bastion on Collect",
Builder: "free type-specific Upgrade",
Capitalist: "+2 Capital on Collect",
Vinter: "+2 Luxuries on Collect",
Artificer: "+1 Trade Good on Collect",
Metallurgist: "Overflow Vats effect on a Foundry",
Industrialist: "free Infrastructure Upgrade",
Foreman: "Renovate without spending the Action",
Prodigy: "refund ≤2 Steel on Upgrade/Launch",
Provisioner: "+1.5 Electrum per governing Turn",
Courier: "one-time +3 Capital/Steel/Brass on first govern",
};
function el(tag, attrs = {}, children = []) {
const e = document.createElement(tag);
for (const [k, v] of Object.entries(attrs)) {
if (k === "class") e.className = v;
else if (k === "html") e.innerHTML = v;
else if (k.startsWith("on")) e[k] = v;
else e.setAttribute(k, v);
}
for (const c of [].concat(children)) e.append(c);
return e;
}
function num(value, attrs = {}) {return el("input", {type: "number", value, ...attrs});}
function selectEl(opts, value) {
const s = el("select");
for (const o of opts) {
const opt = el("option", {value: o}, o);
if (o === value) opt.selected = true;
s.append(opt);
}
return s;
}
function removeBtn(row) {
return el("button", {
class: "mini", type: "button",
onclick: () => row.remove()
}, "×");
}
// A labeled field inside a card (label stacked above its control).
function field(label, control) {
return el("label", {class: "field"}, [el("span", {}, label), control]);
}
// A checkbox field (checkbox beside its label, laid out horizontally).
function checkField(label, cb) {
return el("label", {class: "field check"}, [cb, el("span", {}, label)]);
}
// Build an output grid "table": a CSS grid (one column per header) wrapped in
// a horizontally-scrollable container so it never widens the page.
function gridTable(headers, rows) {
const wrap = el("div", {class: "gtable-wrap"});
const g = el("div", {
class: "gtable",
style: `grid-template-columns: repeat(${headers.length}, auto)`
});
for (const h of headers) g.append(el("div", {class: "gh"}, String(h)));
for (const r of rows)
for (const c of r) g.append(el("div", {}, String(c)));
wrap.append(g);
return wrap;
}
// --- turn dropdowns -------------------------------------------------------
// Turns are chosen from the current "Turns" count rather than typed freehand.
// Every turn <select> registers here so its options can be rebuilt (preserving
// the current selection) whenever the Turns count changes. value "" = final.
const turnSelects = new Set();
function turnsCount() {return +document.getElementById("turns").value || 0;}
function fillTurnOptions(sel) {
const prev = sel.value;
sel.innerHTML = "";
sel.append(el("option", {value: ""}, "final"));
for (let t = 0; t < turnsCount(); t++)
sel.append(el("option", {value: String(t)}, "turn " + t));
// Keep the prior choice if it still exists, else fall back to "final".
sel.value = [...sel.options].some(o => o.value === prev) ? prev : "";
}
function turnSelect(value) {
const sel = el("select");
turnSelects.add(sel);
fillTurnOptions(sel);
if (value !== undefined && value !== null && value !== "") sel.value = String(value);
return sel;
}
function refreshTurnSelects() {
for (const sel of turnSelects) {
if (!sel.isConnected) {turnSelects.delete(sel); continue;}
fillTurnOptions(sel);
}
}
// --- starting resources & tradeable ---
const startInputs = {};
const tradeInputs = {};
for (const r of RESOURCES) {
const inp = num(r === "express" || r === "trade_goods" ? 0 : 3, {min: 0});
startInputs[r] = inp;
document.getElementById("start").append(
el("label", {class: "field"}, [el("span", {}, r), inp]));
const cb = el("input", {type: "checkbox"});
if (r !== "express") cb.checked = true;
tradeInputs[r] = cb;
document.getElementById("tradeable").append(
el("label", {style: "margin-right:1rem"}, [cb, " " + r]));
}
// --- cities ---
function addCity(c = {}) {
const card = el("div", {class: "card"});
const name = el("input", {value: c.name || ""});
const type = selectEl(CITY_TYPES, c.type || "hub");
const renown = num(c.renown ?? "", {min: 1, placeholder: "auto"});
const vs = num(c.vat_steel || 0, {min: 0}), vb = num(c.vat_brass || 0, {min: 0}),
ve = num(c.vat_electrum || 0, {min: 0});
const reno = el("input", {type: "checkbox"}); reno.checked = c.can_renovate !== false;
const adjacent = el("input", {
value: (c.adjacent || []).join(", "),
placeholder: "Bearhearth, Kingsland"
});
const forced = el("input", {value: "", placeholder: "0:upgrade"});
const avail = el("input", {value: "", placeholder: ""});
// Upgrade checkboxes: the 3 universal upgrades plus the current type's
// type-specific upgrade. State persists across type changes (hidden boxes
// are simply ignored), and only the currently-allowed checked ones count.
const preset = new Set(c.upgrades || []);
const upBoxes = {};
const upWrap = el("div");
function allowedUpgrades() {
return UNIVERSAL_UPGRADES.concat([TYPE_UPGRADE[type.value]]);
}
function renderUpgrades() {
upWrap.innerHTML = "";
for (const u of allowedUpgrades()) {
if (!upBoxes[u]) {
const cb = el("input", {type: "checkbox"});
if (preset.has(u)) cb.checked = true;
upBoxes[u] = cb;
}
upWrap.append(el("label", {style: "display:block;font-size:.85rem"},
[upBoxes[u], " " + u]));
}
}
type.onchange = renderUpgrades;
renderUpgrades();
card._get = () => {
const o = {name: name.value, type: type.value};
if (renown.value !== "") o.renown = +renown.value;
if (+vs.value) o.vat_steel = +vs.value;
if (+vb.value) o.vat_brass = +vb.value;
if (+ve.value) o.vat_electrum = +ve.value;
const u = allowedUpgrades().filter(name => upBoxes[name] && upBoxes[name].checked);
if (u.length) o.upgrades = u;
if (!reno.checked) o.can_renovate = false;
const adj = parseStrs(adjacent.value);
if (adj) o.adjacent = adj;
const fa = parsePairs(forced.value);
if (Object.keys(fa).length) o.forced_action = fa;
const at = parseInts(avail.value);
if (at) o.available_turns = at;
return o;
};
card.append(
field("Name", name),
field("Type", type),
field("Renown", renown),
field("Vat steel", vs),
field("Vat brass", vb),
field("Vat electrum", ve),
field("Upgrades (already installed)", upWrap),
checkField("Can renovate", reno),
field("Adjacent cities (csv of names)", adjacent),
field("Forced actions (turn:action, csv)", forced),
field("Avail turns (csv, blank=all)", avail),
el("div", {class: "card-actions"}, removeBtn(card)));
document.getElementById("cities").append(card);
}
// --- agents ---
function addAgent(a = {}) {
const card = el("div", {class: "card"});
// Identify the agent by its preset flags; the logic is implicit to the choice.
let kind = a.kind;
if (!kind) {
kind = Object.keys(AGENT_PRESETS).find(
k => Object.keys(AGENT_PRESETS[k]).some(f => a[f] !== undefined)) || "Planner";
}
const type = selectEl(Object.keys(AGENT_PRESETS), kind);
const name = el("input", {value: a.name || kind});
const desc = el("span", {class: "help"});
const bastions = num(a.bonus_trade_goods || 3, {min: 0});
const forced = el("input", {value: "", placeholder: "0:Aridias"});
const avail = el("input", {value: ""});
let nameEdited = !!a.name;
name.oninput = () => {nameEdited = true;};
function syncType() {
if (!nameEdited) name.value = type.value;
bastions.disabled = (type.value !== "Baron");
desc.textContent = AGENT_DESC[type.value] || "";
}
type.onchange = syncType;
syncType();
card._get = () => {
const o = {name: name.value, ...AGENT_PRESETS[type.value]};
if (type.value === "Baron") o.bonus_trade_goods = +bastions.value;
const fc = parsePairs(forced.value, true);
if (Object.keys(fc).length) o.forced_city = fc;
const at = parseInts(avail.value);
if (at) o.available_turns = at;
return o;
};
card.append(
field("Agent", type),
field("Name", name),
field("Effect", desc),
field("Bastions (Baron only)", bastions),
field("Forced city (turn:city, csv)", forced),
field("Avail turns (csv, blank=all)", avail),
el("div", {class: "card-actions"}, removeBtn(card)));
document.getElementById("agents").append(card);
}
// --- objective terms ---
function addTerm(t = {}) {
const card = el("div", {class: "card"});
const res = selectEl(SCORE_KEYS, t.resource || "renown");
const scalar = num(t.scalar ?? 1, {step: "any"});
const turn = turnSelect(t.turn);
const isLog = el("input", {type: "checkbox"});
isLog.checked = !!t.log_mapping;
const toggle = () => card.classList.toggle("log-on", isLog.checked);
isLog.onchange = toggle;
const expr = el("textarea", {rows: 1, placeholder: "(x) => Math.log2(x + 1)"});
if (t._expr) expr.value = t._expr;
card._get = () => {
const o = {resource: res.value, scalar: +scalar.value};
if (turn.value !== "") o.turn = +turn.value;
if (isLog.checked) o.log_mapping = buildLogTable(expr.value);
return o;
};
const resF = field("Resource", res); resF.classList.add("linear-only");
const turnF = field("Turn", turn); turnF.classList.add("linear-only");
const exprF = field("JS function of amount x", expr); exprF.classList.add("log-cell");
card.append(
resF,
field("Scalar", scalar),
turnF,
checkField("Log?", isLog),
exprF,
el("div", {class: "card-actions"}, removeBtn(card)));
document.getElementById("terms").append(card);
toggle();
}
// Eval the expression ONCE into a function, then call it over the amounts
// the lookup table needs (0..max_resource).
function buildLogTable(exprStr) {
let fn;
try {
fn = eval(exprStr);
} catch (e) {
throw new Error("Could not eval log expression: " + e.message);
}
if (typeof fn !== "function")
throw new Error("Log expression must eval to a function, got " + typeof fn);
const max = +document.getElementById("max_resource").value || 0;
const table = [];
for (let x = 0; x <= max; x++) {
const v = Number(fn(x));
table.push(Number.isFinite(v) ? v : 0);
}
return table;
}
// --- resource constraints ---
function addConstraint(c = {}) {
const card = el("div", {class: "card"});
const res = selectEl(SCORE_KEYS, c.resource || "capital");
const op = selectEl([">=", "<=", "=="], c.op || ">=");
const value = num(c.value ?? 0);
const turn = turnSelect(c.turn);
card._get = () => {
const o = {resource: res.value, op: op.value, value: +value.value};
if (turn.value !== "") o.turn = +turn.value;
return o;
};
card.append(
field("Resource", res),
field("Op", op),
field("Value", value),
field("Turn (blank=final)", turn),
el("div", {class: "card-actions"}, removeBtn(card)));
document.getElementById("constraints").append(card);
}
// --- parsing helpers ---
function parseInts(s) {
const out = s.split(",").map(x => x.trim()).filter(Boolean).map(Number);
return out.length ? out : null;
}
function parseStrs(s) {
const out = s.split(",").map(x => x.trim()).filter(Boolean);
return out.length ? out : null;
}
function parsePairs(s, valueIsString = false) {
const o = {};
for (const part of s.split(",").map(x => x.trim()).filter(Boolean)) {
const [k, v] = part.split(":").map(x => x.trim());
o[+k] = valueIsString ? v : v;
}
return o;
}
function collect(id) {
return [...document.getElementById(id).children].map(r => r._get());
}
function buildProblem() {
const start = {};
for (const r of RESOURCES) {const v = +startInputs[r].value; if (v) start[r] = v;}
const tradeable_into = RESOURCES.filter(r => tradeInputs[r].checked);
return {
turns: +document.getElementById("turns").value,
extra_renown: +document.getElementById("extra_renown").value,
airships_launched: +document.getElementById("airships_launched").value,
max_resource: +document.getElementById("max_resource").value,
max_vat: +document.getElementById("max_vat").value,
start,
tradeable_into,
cities: collect("cities"),
agents: collect("agents"),
objective: {terms: collect("terms")},
resource_constraints: collect("constraints"),
};
}
async function run() {
const errBox = document.getElementById("error");
const out = document.getElementById("output");
errBox.textContent = ""; out.innerHTML = "";
let problem, time;
try {
problem = buildProblem();
time = +document.getElementById("time").value;
} catch (e) {errBox.textContent = e.message; return;}
out.textContent = "Solving…";
try {
const resp = await fetch("/solve", {
method: "POST",
headers: {"Content-Type": "application/json"},
body: JSON.stringify({problem, max_time_seconds: time}),
});
const data = await resp.json();
if (!resp.ok) {out.innerHTML = ""; errBox.textContent = data.error || "Server error"; return;}
renderSolution(data);
} catch (e) {out.innerHTML = ""; errBox.textContent = e.message;}
}
function renderSolution(s) {
const out = document.getElementById("output");
out.innerHTML = "";
out.append(el("h2", {}, "Solution"));
out.append(el("p", {
html:
`<b>Status:</b> ${s.status} &nbsp; <b>Objective:</b> ${s.objective_value} &nbsp; ` +
`<b>Final renown total:</b> ${s.final_renown_total}`
}));
const fr = el("p", {});
fr.append(el("b", {}, "Final resources: "));
fr.append(document.createTextNode(
Object.entries(s.final_resources).map(([k, v]) => `${k}=${fmtNum(v)}`).join(", ") || "—"));
out.append(fr);
if (s.plan && s.plan.length) {
out.append(el("h3", {}, "Plan"));
out.append(gridTable(
["Turn", "City", "Action", "Detail", "Governor", "Overwork"],
s.plan.map(p => [p.turn, p.city, p.action, p.detail, p.governor,
p.overwork ? "yes" : ""])));
} else {
out.append(el("p", {}, "(no actions / no feasible plan)"));
}
// Resource amounts at the end of each turn.
if (s.resources_by_turn && s.resources_by_turn.length) {
const cols = RESOURCES.filter(r => s.resources_by_turn.some(row => row[r] !== undefined));
out.append(el("h3", {}, "Resources by turn"));
out.append(gridTable(
["Turn"].concat(cols),
s.resources_by_turn.map(row =>
[row.turn].concat(cols.map(r => fmtNum(row[r]))))));
}
if (s.trade_conversions && s.trade_conversions.length) {
out.append(el("h3", {}, "Trade Goods conversions"));
out.append(gridTable(
["Turn", "Converted into", "Amount"],
s.trade_conversions.map(c => [c.turn, c.resource, fmtNum(c.amount)])));
}
}
// Trim trailing ".0" so whole numbers read cleanly.
function fmtNum(v) {
if (typeof v !== "number") return String(v);
return Number.isInteger(v) ? String(v) : String(+v.toFixed(2));
}
// --- seed with the example problem ---
addCity({name: "Aridias", type: "hub", renown: 2, adjacent: ["Bearhearth"]});
addCity({name: "Bearhearth", type: "foundry", renown: 2, vat_steel: 3, vat_brass: 2, vat_electrum: 1, adjacent: ["Kingsland"]});
addCity({name: "Kingsland", type: "metropolis", renown: 4, can_renovate: false, adjacent: ["Roseward"]});
addCity({name: "Roseward", type: "monument", renown: 2});
addAgent({kind: "Planner"});
Object.entries({
"renown": 0,
"luxuries": 1,
"steel": 2,
"brass": 1,
"electrum": 2
}).forEach(([resource, scalar]) =>
addTerm({resource, scalar}));
</script>
</body>
</html>

571
main.py
View file

@ -14,578 +14,13 @@ from __future__ import annotations
import json
from http.server import BaseHTTPRequestHandler, ThreadingHTTPServer
from pathlib import Path
from solve import problem_from_dict, solve, solution_to_dict
INDEX_HTML = r"""<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Days Without Strife - Planner</title>
<style>
* {box-sizing: border-box;}
:root { color-scheme: light dark; }
body { font-family: system-ui, sans-serif; margin: 0; padding: 1.5rem;
max-width: 100vw; margin-inline: auto; line-height: 1.4; }
h1 { margin-top: 0; }
fieldset { margin: 1rem 0; border: 1px solid #8884; border-radius: 8px; }
legend { font-weight: 600; padding: 0 .4rem; }
label { display: inline-block; }
input, select, textarea { font: inherit; padding: .2rem .35rem; }
input[type=number] { width: 6rem; }
button { font: inherit; padding: .3rem .7rem; border-radius: 6px;
border: 1px solid #8886; cursor: pointer; background: #8881; }
button.primary { background: #2563eb; color: #fff; border-color: #2563eb;
padding: .5rem 1.2rem; font-weight: 600; }
.mini { padding: .1rem .45rem; font-size: .85rem; }
textarea { width: 100%; box-sizing: border-box; }
.grid { display: grid; grid-template-columns: repeat(auto-fit,minmax(180px,1fr));
gap: .6rem 1rem; }
.field { display: flex; flex-direction: column; gap: .15rem; min-width: 0; }
.field > span { font-size: .8rem; opacity: .8; }
pre { background: #8881; padding: 1rem; border-radius: 8px; overflow: auto; }
.err { color: #dc2626; white-space: pre-wrap; }
.help { font-size: .8rem; opacity: .75; margin: .2rem 0 0; }
/* Each input "row" is a card whose labeled fields flow in an auto-fit grid,
so wide rows wrap onto multiple lines instead of overflowing the page. */
.cards { display: grid; gap: .6rem; }
.card { border: 1px solid #8884; border-radius: 8px; padding: .55rem .7rem;
display: grid; gap: .45rem .8rem; align-items: end;
grid-template-columns: repeat(auto-fit, minmax(150px, 1fr)); }
.card input, .card select, .card textarea { width: 100%; }
.card input[type=checkbox] { width: auto; }
.card .check { flex-direction: row; align-items: center; gap: .35rem; }
.card-actions { align-self: start; justify-self: end; }
.log-cell { display: none; }
.card.log-on .log-cell { display: flex; }
.card.log-on .linear-only { opacity: .4; }
/* Output tables: a CSS grid kept inside a scroll container so it never
stretches the page wider than it should. */
.gtable-wrap { overflow-x: auto; margin-top: .3rem; }
.gtable { display: grid; width: max-content; min-width: 100%; }
.gtable > div { padding: .25rem .5rem; border-bottom: 1px solid #8883; }
.gtable > .gh { font-size: .85rem; opacity: .8; border-bottom: 1px solid #8886; }
</style>
</head>
<body>
<h1>Days Without Strife &mdash; Planner Optimizer</h1>
<fieldset>
<legend>Game</legend>
<div class="grid">
<label class="field"><span>Turns</span><input id="turns" type="number" min="1" value="5" oninput="refreshTurnSelects()"></label>
<label class="field"><span>Extra renown (constant)</span><input id="extra_renown" type="number" value="0"></label>
<label class="field"><span>Airships already launched</span><input id="airships_launched" type="number" min="0" value="0"></label>
<label class="field"><span>Max resource</span><input id="max_resource" type="number" min="1" value="300"></label>
<label class="field"><span>Max vat</span><input id="max_vat" type="number" min="1" value="12"></label>
<label class="field"><span>Solver time limit (s)</span><input id="time" type="number" min="1" value="30"></label>
</div>
</fieldset>
<fieldset>
<legend>Starting resources</legend>
<div class="grid" id="start"></div>
</fieldset>
<fieldset>
<legend>Tradeable into (Trade Goods convert 1-for-1 for scoring)</legend>
<div id="tradeable"></div>
</fieldset>
<fieldset>
<legend>Cities</legend>
<p class="help">The <b>name</b> is the city's unique identifier &mdash; it labels the
output plan and is what an agent's "forced city" refers to. <b>Upgrades</b> are the
ones already installed at the start; the available choices follow the city's type.
<b>Adjacent cities</b> lists neighbours by name (adjacency is symmetric); an
Industrialist Governor grants free Infrastructure to its city and every adjacent one.</p>
<div id="cities" class="cards"></div>
<button class="mini" type="button" onclick="addCity()">+ city</button>
</fieldset>
<fieldset>
<legend>Agents</legend>
<p class="help">Pick a known agent; its governor behaviour is implicit and
shown in the <b>Effect</b> column. The <b>name</b> identifies it and is what a
forced city refers back to. All effects apply while the agent is Governor of a
city (at most one city per turn).</p>
<div id="agents" class="cards"></div>
<button class="mini" type="button" onclick="addAgent()">+ agent</button>
</fieldset>
<fieldset>
<legend>Objective &mdash; scoring terms</legend>
<p class="help">Each term scores a resource (or <code>renown</code>) at the end of a
turn (blank turn = final turn). For a <b>log</b> term, write a JS expression that
evals to a one-argument function, e.g. <code>(x) =&gt; Math.log2(x + 1)</code>.
It is called over amounts <code>0..max_resource</code> in the browser to build the
lookup table.</p>
<div id="terms" class="cards"></div>
<button class="mini" type="button" onclick="addTerm()">+ term</button>
</fieldset>
<fieldset>
<legend>Resource constraints</legend>
<div id="constraints" class="cards"></div>
<button class="mini" type="button" onclick="addConstraint()">+ constraint</button>
</fieldset>
<p>
<button class="primary" type="button" onclick="run()">Solve</button>
</p>
<div id="error" class="err"></div>
<div id="output"></div>
<script>
const RESOURCES = ["capital","luxuries","steel","brass","electrum","trade_goods","express"];
const SCORE_KEYS = RESOURCES.concat(["renown"]);
const CITY_TYPES = ["hub","foundry","monument","metropolis"];
const ACTIONS = ["idle","collect","renovate","upgrade","launch"];
// Upgrades that apply to any city type, plus the type-specific "3rd" upgrade.
const UNIVERSAL_UPGRADES = ["infrastructure","harvester","fortification"];
const TYPE_UPGRADE = {hub:"fine_dining", foundry:"overflow_vats",
metropolis:"transit_authority", monument:"propaganda"};
// Known agents and the implicit logic each one carries.
const AGENT_PRESETS = {
Planner: {overwork: true},
Baron: {bonus_trade_goods: 3}, // +N Trade Goods per Bastion on collect
Builder: {free_upgrade: true},
Capitalist: {bonus_capital: 2}, // +2 Capital on collect
Vinter: {bonus_luxuries: 2}, // +2 Luxuries on collect
Artificer: {bonus_trade_goods: 1}, // +1 Trade Good on collect
Metallurgist: {grants_overflow_vats: true}, // Overflow Vats on a Foundry
Industrialist:{grants_infrastructure: true}, // free Infrastructure
Foreman: {free_renovate: true}, // Renovate without spending the Action
Prodigy: {steel_refund: 2}, // refund <=2 Steel on Upgrade/Launch
Provisioner: {governor_electrum_half: 3}, // +1.5 Electrum / governing turn
Courier: {onetime_governor_bonus: {capital: 3, steel: 3, brass: 3}},
};
// Short human-readable effect, shown inline next to each agent's dropdown.
const AGENT_DESC = {
Planner: "Overwork: double Collection & waive Capital cost; locks next-turn Collect",
Baron: "+N Trade Goods per Bastion on Collect",
Builder: "free type-specific Upgrade",
Capitalist: "+2 Capital on Collect",
Vinter: "+2 Luxuries on Collect",
Artificer: "+1 Trade Good on Collect",
Metallurgist: "Overflow Vats effect on a Foundry",
Industrialist:"free Infrastructure Upgrade",
Foreman: "Renovate without spending the Action",
Prodigy: "refund ≤2 Steel on Upgrade/Launch",
Provisioner: "+1.5 Electrum per governing Turn",
Courier: "one-time +3 Capital/Steel/Brass on first govern",
};
function el(tag, attrs={}, children=[]) {
const e = document.createElement(tag);
for (const [k,v] of Object.entries(attrs)) {
if (k === "class") e.className = v;
else if (k === "html") e.innerHTML = v;
else if (k.startsWith("on")) e[k] = v;
else e.setAttribute(k, v);
}
for (const c of [].concat(children)) e.append(c);
return e;
}
function num(value, attrs={}) { return el("input", {type:"number", value, ...attrs}); }
function selectEl(opts, value) {
const s = el("select");
for (const o of opts) {
const opt = el("option", {value:o}, o);
if (o === value) opt.selected = true;
s.append(opt);
}
return s;
}
function removeBtn(row) {
return el("button", {class:"mini", type:"button",
onclick:() => row.remove()}, "×");
}
// A labeled field inside a card (label stacked above its control).
function field(label, control) {
return el("label", {class:"field"}, [el("span", {}, label), control]);
}
// A checkbox field (checkbox beside its label, laid out horizontally).
function checkField(label, cb) {
return el("label", {class:"field check"}, [cb, el("span", {}, label)]);
}
// Build an output grid "table": a CSS grid (one column per header) wrapped in
// a horizontally-scrollable container so it never widens the page.
function gridTable(headers, rows) {
const wrap = el("div", {class:"gtable-wrap"});
const g = el("div", {class:"gtable",
style:`grid-template-columns: repeat(${headers.length}, auto)`});
for (const h of headers) g.append(el("div", {class:"gh"}, String(h)));
for (const r of rows)
for (const c of r) g.append(el("div", {}, String(c)));
wrap.append(g);
return wrap;
}
// --- turn dropdowns -------------------------------------------------------
// Turns are chosen from the current "Turns" count rather than typed freehand.
// Every turn <select> registers here so its options can be rebuilt (preserving
// the current selection) whenever the Turns count changes. value "" = final.
const turnSelects = new Set();
function turnsCount() { return +document.getElementById("turns").value || 0; }
function fillTurnOptions(sel) {
const prev = sel.value;
sel.innerHTML = "";
sel.append(el("option", {value:""}, "final"));
for (let t = 0; t < turnsCount(); t++)
sel.append(el("option", {value:String(t)}, "turn " + t));
// Keep the prior choice if it still exists, else fall back to "final".
sel.value = [...sel.options].some(o => o.value === prev) ? prev : "";
}
function turnSelect(value) {
const sel = el("select");
turnSelects.add(sel);
fillTurnOptions(sel);
if (value !== undefined && value !== null && value !== "") sel.value = String(value);
return sel;
}
function refreshTurnSelects() {
for (const sel of turnSelects) {
if (!sel.isConnected) { turnSelects.delete(sel); continue; }
fillTurnOptions(sel);
}
}
// --- starting resources & tradeable ---
const startInputs = {};
const tradeInputs = {};
for (const r of RESOURCES) {
const inp = num(r === "express" ? 0 : 3, {min:0});
startInputs[r] = inp;
document.getElementById("start").append(
el("label", {class:"field"}, [el("span", {}, r), inp]));
const cb = el("input", {type:"checkbox"});
if (r !== "express") cb.checked = true;
tradeInputs[r] = cb;
document.getElementById("tradeable").append(
el("label", {style:"margin-right:1rem"}, [cb, " " + r]));
}
// --- cities ---
function addCity(c={}) {
const card = el("div", {class:"card"});
const name = el("input", {value:c.name||""});
const type = selectEl(CITY_TYPES, c.type||"hub");
const renown = num(c.renown ?? "", {min:1, placeholder:"auto"});
const vs = num(c.vat_steel||0, {min:0}), vb = num(c.vat_brass||0, {min:0}),
ve = num(c.vat_electrum||0, {min:0});
const reno = el("input", {type:"checkbox"}); reno.checked = c.can_renovate !== false;
const adjacent = el("input", {value:(c.adjacent||[]).join(", "),
placeholder:"Bearhearth, Kingsland"});
const forced = el("input", {value:"", placeholder:"0:upgrade"});
const avail = el("input", {value:"", placeholder:""});
// Upgrade checkboxes: the 3 universal upgrades plus the current type's
// type-specific upgrade. State persists across type changes (hidden boxes
// are simply ignored), and only the currently-allowed checked ones count.
const preset = new Set(c.upgrades || []);
const upBoxes = {};
const upWrap = el("div");
function allowedUpgrades() {
return UNIVERSAL_UPGRADES.concat([TYPE_UPGRADE[type.value]]);
}
function renderUpgrades() {
upWrap.innerHTML = "";
for (const u of allowedUpgrades()) {
if (!upBoxes[u]) {
const cb = el("input", {type:"checkbox"});
if (preset.has(u)) cb.checked = true;
upBoxes[u] = cb;
}
upWrap.append(el("label", {style:"display:block;font-size:.85rem"},
[upBoxes[u], " " + u]));
}
}
type.onchange = renderUpgrades;
renderUpgrades();
card._get = () => {
const o = {name:name.value, type:type.value};
if (renown.value !== "") o.renown = +renown.value;
if (+vs.value) o.vat_steel = +vs.value;
if (+vb.value) o.vat_brass = +vb.value;
if (+ve.value) o.vat_electrum = +ve.value;
const u = allowedUpgrades().filter(name => upBoxes[name] && upBoxes[name].checked);
if (u.length) o.upgrades = u;
if (!reno.checked) o.can_renovate = false;
const adj = parseStrs(adjacent.value);
if (adj) o.adjacent = adj;
const fa = parsePairs(forced.value);
if (Object.keys(fa).length) o.forced_action = fa;
const at = parseInts(avail.value);
if (at) o.available_turns = at;
return o;
};
card.append(
field("Name", name),
field("Type", type),
field("Renown", renown),
field("Vat steel", vs),
field("Vat brass", vb),
field("Vat electrum", ve),
field("Upgrades (already installed)", upWrap),
checkField("Can renovate", reno),
field("Adjacent cities (csv of names)", adjacent),
field("Forced actions (turn:action, csv)", forced),
field("Avail turns (csv, blank=all)", avail),
el("div", {class:"card-actions"}, removeBtn(card)));
document.getElementById("cities").append(card);
}
// --- agents ---
function addAgent(a={}) {
const card = el("div", {class:"card"});
// Identify the agent by its preset flags; the logic is implicit to the choice.
let kind = a.kind;
if (!kind) {
kind = Object.keys(AGENT_PRESETS).find(
k => Object.keys(AGENT_PRESETS[k]).some(f => a[f] !== undefined)) || "Planner";
}
const type = selectEl(Object.keys(AGENT_PRESETS), kind);
const name = el("input", {value:a.name || kind});
const desc = el("span", {class:"help"});
const bastions = num(a.bonus_trade_goods || 3, {min:0});
const forced = el("input", {value:"", placeholder:"0:Aridias"});
const avail = el("input", {value:""});
let nameEdited = !!a.name;
name.oninput = () => { nameEdited = true; };
function syncType() {
if (!nameEdited) name.value = type.value;
bastions.disabled = (type.value !== "Baron");
desc.textContent = AGENT_DESC[type.value] || "";
}
type.onchange = syncType;
syncType();
card._get = () => {
const o = {name:name.value, ...AGENT_PRESETS[type.value]};
if (type.value === "Baron") o.bonus_trade_goods = +bastions.value;
const fc = parsePairs(forced.value, true);
if (Object.keys(fc).length) o.forced_city = fc;
const at = parseInts(avail.value);
if (at) o.available_turns = at;
return o;
};
card.append(
field("Agent", type),
field("Name", name),
field("Effect", desc),
field("Bastions (Baron only)", bastions),
field("Forced city (turn:city, csv)", forced),
field("Avail turns (csv, blank=all)", avail),
el("div", {class:"card-actions"}, removeBtn(card)));
document.getElementById("agents").append(card);
}
// --- objective terms ---
function addTerm(t={}) {
const card = el("div", {class:"card"});
const res = selectEl(SCORE_KEYS, t.resource||"renown");
const scalar = num(t.scalar ?? 1, {step:"any"});
const turn = turnSelect(t.turn);
const isLog = el("input", {type:"checkbox"});
isLog.checked = !!t.log_mapping;
const toggle = () => card.classList.toggle("log-on", isLog.checked);
isLog.onchange = toggle;
const expr = el("textarea", {rows:1, placeholder:"(x) => Math.log2(x + 1)"});
if (t._expr) expr.value = t._expr;
card._get = () => {
const o = {resource:res.value, scalar:+scalar.value};
if (turn.value !== "") o.turn = +turn.value;
if (isLog.checked) o.log_mapping = buildLogTable(expr.value);
return o;
};
const resF = field("Resource", res); resF.classList.add("linear-only");
const turnF = field("Turn", turn); turnF.classList.add("linear-only");
const exprF = field("JS function of amount x", expr); exprF.classList.add("log-cell");
card.append(
resF,
field("Scalar", scalar),
turnF,
checkField("Log?", isLog),
exprF,
el("div", {class:"card-actions"}, removeBtn(card)));
document.getElementById("terms").append(card);
toggle();
}
// Eval the expression ONCE into a function, then call it over the amounts
// the lookup table needs (0..max_resource).
function buildLogTable(exprStr) {
let fn;
try {
fn = eval(exprStr);
} catch (e) {
throw new Error("Could not eval log expression: " + e.message);
}
if (typeof fn !== "function")
throw new Error("Log expression must eval to a function, got " + typeof fn);
const max = +document.getElementById("max_resource").value || 0;
const table = [];
for (let x = 0; x <= max; x++) {
const v = Number(fn(x));
table.push(Number.isFinite(v) ? v : 0);
}
return table;
}
// --- resource constraints ---
function addConstraint(c={}) {
const card = el("div", {class:"card"});
const res = selectEl(SCORE_KEYS, c.resource||"capital");
const op = selectEl([">=","<=","=="], c.op||">=");
const value = num(c.value ?? 0);
const turn = turnSelect(c.turn);
card._get = () => {
const o = {resource:res.value, op:op.value, value:+value.value};
if (turn.value !== "") o.turn = +turn.value;
return o;
};
card.append(
field("Resource", res),
field("Op", op),
field("Value", value),
field("Turn (blank=final)", turn),
el("div", {class:"card-actions"}, removeBtn(card)));
document.getElementById("constraints").append(card);
}
// --- parsing helpers ---
function parseInts(s) {
const out = s.split(",").map(x=>x.trim()).filter(Boolean).map(Number);
return out.length ? out : null;
}
function parseStrs(s) {
const out = s.split(",").map(x=>x.trim()).filter(Boolean);
return out.length ? out : null;
}
function parsePairs(s, valueIsString=false) {
const o = {};
for (const part of s.split(",").map(x=>x.trim()).filter(Boolean)) {
const [k, v] = part.split(":").map(x=>x.trim());
o[+k] = valueIsString ? v : v;
}
return o;
}
function collect(id) {
return [...document.getElementById(id).children].map(r => r._get());
}
function buildProblem() {
const start = {};
for (const r of RESOURCES) { const v = +startInputs[r].value; if (v) start[r] = v; }
const tradeable_into = RESOURCES.filter(r => tradeInputs[r].checked);
return {
turns: +document.getElementById("turns").value,
extra_renown: +document.getElementById("extra_renown").value,
airships_launched: +document.getElementById("airships_launched").value,
max_resource: +document.getElementById("max_resource").value,
max_vat: +document.getElementById("max_vat").value,
start,
tradeable_into,
cities: collect("cities"),
agents: collect("agents"),
objective: { terms: collect("terms") },
resource_constraints: collect("constraints"),
};
}
async function run() {
const errBox = document.getElementById("error");
const out = document.getElementById("output");
errBox.textContent = ""; out.innerHTML = "";
let problem, time;
try {
problem = buildProblem();
time = +document.getElementById("time").value;
} catch (e) { errBox.textContent = e.message; return; }
out.textContent = "Solving…";
try {
const resp = await fetch("/solve", {
method: "POST",
headers: {"Content-Type": "application/json"},
body: JSON.stringify({problem, max_time_seconds: time}),
});
const data = await resp.json();
if (!resp.ok) { out.innerHTML = ""; errBox.textContent = data.error || "Server error"; return; }
renderSolution(data);
} catch (e) { out.innerHTML = ""; errBox.textContent = e.message; }
}
function renderSolution(s) {
const out = document.getElementById("output");
out.innerHTML = "";
out.append(el("h2", {}, "Solution"));
out.append(el("p", {html:
`<b>Status:</b> ${s.status} &nbsp; <b>Objective:</b> ${s.objective_value} &nbsp; ` +
`<b>Final renown total:</b> ${s.final_renown_total}`}));
const fr = el("p", {});
fr.append(el("b", {}, "Final resources: "));
fr.append(document.createTextNode(
Object.entries(s.final_resources).map(([k,v])=>`${k}=${fmtNum(v)}`).join(", ") || ""));
out.append(fr);
if (s.plan && s.plan.length) {
out.append(el("h3", {}, "Plan"));
out.append(gridTable(
["Turn","City","Action","Detail","Governor","Overwork"],
s.plan.map(p => [p.turn, p.city, p.action, p.detail, p.governor,
p.overwork ? "yes" : ""])));
} else {
out.append(el("p", {}, "(no actions / no feasible plan)"));
}
// Resource amounts at the end of each turn.
if (s.resources_by_turn && s.resources_by_turn.length) {
const cols = RESOURCES.filter(r => s.resources_by_turn.some(row => row[r] !== undefined));
out.append(el("h3", {}, "Resources by turn"));
out.append(gridTable(
["Turn"].concat(cols),
s.resources_by_turn.map(row =>
[row.turn].concat(cols.map(r => fmtNum(row[r]))))));
}
if (s.trade_conversions && s.trade_conversions.length) {
out.append(el("h3", {}, "Trade Goods conversions"));
out.append(gridTable(
["Turn","Converted into","Amount"],
s.trade_conversions.map(c => [c.turn, c.resource, fmtNum(c.amount)])));
}
}
// Trim trailing ".0" so whole numbers read cleanly.
function fmtNum(v) {
if (typeof v !== "number") return String(v);
return Number.isInteger(v) ? String(v) : String(+v.toFixed(2));
}
// --- seed with the example problem ---
addCity({name:"Aridias", type:"hub", renown:2, adjacent:["Bearhearth"]});
addCity({name:"Bearhearth", type:"foundry", renown:2, vat_steel:3, vat_brass:2, vat_electrum:1, adjacent:["Kingsland"]});
addCity({name:"Kingsland", type:"metropolis", renown:4, can_renovate:false, adjacent:["Roseward"]});
addCity({name:"Roseward", type:"monument", renown:2});
addAgent({kind:"Planner"});
[["renown",5],["capital",1],["luxuries",1],["steel",1],["brass",1],
["electrum",2],["trade_goods",1],["express",3]].forEach(([r,s]) =>
addTerm({resource:r, scalar:s}));
</script>
</body>
</html>
"""
# The UI is a single static page served from index.html next to this module.
INDEX_HTML = (Path(__file__).resolve().parent / "index.html").read_text(encoding="utf-8")
class Handler(BaseHTTPRequestHandler):