dws-city-res-solve/agents-impl.txt
2026-06-08 14:34:27 -04:00

287 lines
14 KiB
Text

AGENT ABILITIES -> ACTION IMPLEMENTATIONS (FILTERED)
=====================================================
This document maps each agent's abilities from agents.txt to how they can be
implemented as subclasses of the Action class in main-2.py.
SCOPE: Only agents affecting Steel, Electrum, Brass, or Capital production/consumption.
The Action class framework provides:
- declare_vars(model, i, t, ctx): Create decision variables for (city i, step t)
- add_constraints(model, i, t, ctx): Add precondition/legality constraints
- add_global_constraints(model, t, ctx): Add per-step global constraints
- contributes_gains_costs(model, i, t, ctx): Modify resource gains/costs
- transition_contrib(model, i, t, ctx): Handle state transitions
- selector_var(i, t, ctx): The boolean variable indicating action is chosen
- describe(solver, i, t, ctx): Return human-readable action description
GOVERNOR CONSTRAINTS:
- Each city can have at most 1 governor at a time: governor[i,t] ∈ {0,1}
- Each governor can only apply their benefit to at most 1 city per turn
(multiple unique governors can each apply benefits to different cities in the same turn)
═══════════════════════════════════════════════════════════════════════════════
INDUSTRIAL FOLLOWERS
═══════════════════════════════════════════════════════════════════════════════
CAPITALIST
──────────
Ability: Infinite Growth (As Governor, increases Capital Collection by +2)
Implementation: GovernorModifierAction("infinite_growth")
- add_constraints: Checks if appointed as Governor of city
- contributes_gains_costs:
- When Governor, append +2 to Capital gains for Collect actions
- Use OnlyEnforceIf(governor[i,t]) logic
METALLURGIST
─────────────
Ability: Metallurgy (As Governor of Foundry, grants Overflow Vats Upgrade effect)
Implementation: GovernorSpecialAction("metallurgy")
- add_constraints:
- Must be Governor AND city must be Foundry
- Precondition: isF[i,t] == 1 AND governor[i,t] == 1
- transition_contrib:
- When triggered, vat values increase as if Overflow Vats upgrade active
- Grant vat[i,t+1] = vat[i,t] + 2 (instead of +1 from upgrade_d)
FOREMAN
───────
Ability: Restructure (As Governor, Renovating does not prevent other Industry Actions)
Implementation: RenovationModifierAction("restructure")
- add_constraints: Governor check + city is being renovated
- transition_contrib:
- Normally, renovating blocks other actions
- With Restructure, allow simultaneous industry action
- Create is_restructuring boolean, allow other actions when true
ARTIFICER
──────────
Ability: Wondrous Craft (As Governor, Collects extra Trade Good)
Implementation: GovernorModifierAction("wondrous_craft")
- add_constraints: Governor check
- contributes_gains_costs:
- When Governor does Collect, add +1 to trade goods count
- Track trade_goods accumulator separately from base resources
PLANNER
───────
Ability: Orchestrate Overwork (As Governor, allows the Overwork action on the city they govern)
Implementation: GovernorModifierAction("planner")
- add_constraints:
- Governor check: must be Governor of city
- Enables Overwork action when present
- Modifies OverworkAction:
- Remove global "at most 1 city overworks per step" constraint
- Add constraint: city can only Overwork if Planner is Governor
- Enables multiple cities to overwork simultaneously if they each have Planner
═══════════════════════════════════════════════════════════════════════════════
DIPLOMATIC FOLLOWERS (SPECIAL) - BIDDING/HIRING EFFECTS
═══════════════════════════════════════════════════════════════════════════════
FENCE
─────
Ability: Customs Acquisitions (When hired, bonus of 2 Trade Goods)
Implementation: InitializerAction("customs_acquisitions")
- declare_vars: Create hired_this_turn boolean for city
- add_constraints: Triggers exactly once at hiring step
- contributes_gains_costs:
- Add +2 Trade Goods to step of hiring
═══════════════════════════════════════════════════════════════════════════════
INDUSTRIAL FOLLOWERS (CONTINUED)
═══════════════════════════════════════════════════════════════════════════════
COURIER
───────
Ability: Supply Cache (When first appointed Governor, bonus of 3 Capital/Steel/Brass)
Implementation: InitializerAction("supply_cache")
- declare_vars:
- Create governor_appointed[i,t] boolean (checks transition to governor)
- Create supply_cache_triggered[i] boolean (one-time flag)
- add_constraints:
- Trigger only on first governorship
- Mark supply_cache_triggered to prevent re-triggering
- contributes_gains_costs:
- Add +3 Capital, +3 Steel, +3 Brass to step of first appointment
PROVISIONER
────────────
Ability: Credit Line (When appointed Governor of City with Base, gain 1.5 Electrum)
Implementation: GovernorSpecialAction("credit_line")
- declare_vars: Create governor[i,t] boolean
- add_constraints:
- Must be Governor AND city must have military Base
- Check has_base[i,t] from military tracking
- contributes_gains_costs:
- Add +1.5 Electrum (represented as fractional or +1 with +0.5 flag)
PRODIGY
───────
Ability: Steel Efficiency (As Governor, when Upgrading/Launching Airship, refund 2 Steel)
Implementation: GovernorModifierAction("steel_efficiency")
- add_constraints:
- Governor check
- Action must be upgrade or airship launch
- contributes_gains_costs:
- Find cost_S for upgrade actions
- Append -2 (refund) when conditions met
- Constraint: refund = max(0, cost_S - 2) or simply subtract 2
INDUSTRIALIST
──────────────
Ability: Network (When appointed Governor, City + adjacent Cities gain Infrastructure)
Implementation: GovernorSpecialAction("network")
- declare_vars: Create infrastructure[i,t] boolean
- add_constraints:
- Triggers when city appointed as governor
- Applies to all adjacent cities (within adjacency graph)
- transition_contrib:
- Mark target city and neighbors with infrastructure upgrade
- Infrastructure persists through subsequent steps
ECONOMIST
──────────
Ability: Velocity of Money (Gain 1 Renown per 10 Capital Collected and Spent on Collection)
Implementation: TriggerAction("velocity_of_money")
- declare_vars:
- Create capital_spent[i,t] accumulator (tracks collection costs)
- Create capital_collected[i,t] accumulator (tracks collection gains)
- add_constraints:
- Track capital flow through Collect actions on this city
- contributes_gains_costs:
- Calculate velocity_renown = (capital_spent + capital_collected) // 10
- Append velocity_renown to Renown gains each step
- transition_contrib: Reset accumulators each step
═══════════════════════════════════════════════════════════════════════════════
BROTHERHOOD STARTING FOLLOWERS
═══════════════════════════════════════════════════════════════════════════════
BARON
─────
Ability: Barter (As Governor, Collecting generates +1 Trade Good per Bastion)
Implementation: GovernorModifierAction("barter")
- add_constraints:
- Governor check
- Action must be Collect
- contributes_gains_costs:
- Count bastions on map via bastion[*,t]
- Add +1 Trade Good per bastion to Collect action
- Use: trade_good_bonus = count(bastion[i,t] for all i)
BUILDER
────────
Ability: Build Better (When appointed Governor of City, give City its type-specific Upgrade)
Implementation: GovernorSpecialAction("build_better")
- declare_vars: Create governor[i,t] and auto_upgrade[i,t]
- add_constraints:
- Trigger when appointed Governor
- City type determines which upgrade (Hub → special, Foundry → vat, etc.)
- transition_contrib:
- Determine city type isH/isF/isM/isMon
- Auto-apply corresponding type-specific upgrade (hasA/hasB/hasD based on type)
- For Foundry: initialize vats or enhance them
═══════════════════════════════════════════════════════════════════════════════
SPECIALIZED ACTION CLASSES TO CREATE
═══════════════════════════════════════════════════════════════════════════════
To implement the above, create these base action classes:
1. ModifierAction(name)
- Base for abilities that modify existing actions
- Override contributes_gains_costs to append bonuses
2. GovernorModifierAction(name)
- Base for abilities tied to Governor position
- add_constraints checks governor status
- Child classes override contributes_gains_costs
- Used by: CAPITALIST, PRODIGY, BARON
3. GovernorSpecialAction(name)
- Base for complex governor-tied effects
- Combines modifier + transition logic
- Used by: PROVISIONER, INDUSTRIALIST, BUILDER
4. InitializerAction(name)
- One-time bonuses when agent hired/appointed
- declare_vars creates hired_flag
- contributes_gains_costs fires once
- Used by: COURIER, PROVISIONER, FENCE
5. TriggerAction(name)
- Abilities that fire when conditions met
- add_constraints checks trigger condition
- transition_contrib handles cooldown/flags
- Used by: ECONOMIST
6. RenovationModifierAction(name)
- Base for abilities modifying renovation mechanics
- Used by: FOREMAN
═══════════════════════════════════════════════════════════════════════════════
PLANNER INTEGRATION WITH OVERWORKACTION
═══════════════════════════════════════════════════════════════════════════════
Current OverworkAction (main-2.py lines 327-493):
- add_global_constraints (line 389-394): Enforces "at most 1 city overworks per step" globally
With Planner Governor:
1. Remove the global "at most 1 city per step" constraint from add_global_constraints
2. Add to add_constraints:
- Can only overwork if governor[i,t] is the Planner
- Constraint: ow[i,t] <= governor[i,t] (where governor tracks Planner specifically)
- This allows multiple cities to overwork simultaneously if each has Planner
3. If multiple Planners can exist across cities, each city's Planner can independently enable overwork
Implication: Without Planner governor, city cannot overwork at all. OverworkAction becomes
conditional on Planner presence rather than globally limited.
═══════════════════════════════════════════════════════════════════════════════
IMPLEMENTATION NOTES
═══════════════════════════════════════════════════════════════════════════════
Resource Tracking:
- Core tracked resources: Capital, Steel, Brass, Electrum (these are actual resource accumulators)
- Trade Goods are convertible: Each unit of Trade Good can be independently converted to 1 unit
of any core resource (Capital, Steel, Brass, or Electrum) at decision time
- When agents produce trade goods, they are accumulated as trade_good[i,t], then converted
per-unit to core resources during optimization
Boolean Context Variables:
- Governor position: governor[i,t] - tracks who governs each city
- Renown tracking: renown[i,t] - accumulate from various sources
- Bastion tracking: bastion[i,t] - military structures
- Alliance tracking: alliance[faction_a, faction_b, t] - faction pairings
Shared State:
- Some abilities affect global/faction state
- Use ctx for faction-level data sharing
- Example: ctx["faction_renown"][faction_id, t] for faction-wide renown
Cooldown Mechanics:
- Counter variables for cooldowns: cooldown[i,t] = cooldown[i,t-1] - 1
- Constraint: Can trigger if cooldown[i,t] <= 0
- On trigger: Set cooldown[i,t+1] = COOLDOWN_LENGTH
Global Constraints:
- Some abilities have "at most 1 per step" limits
- Use add_global_constraints to enforce across all cities
- Example: sum(action_var[i,t] for i in range(N)) <= 1