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PlayerManager

Classes

PlayerManager

Bases: AoE2Object

Manager of everything player related.

Source code in AoE2ScenarioParser/objects/managers/player_manager.py
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class PlayerManager(AoE2Object):
    """Manager of everything player related."""

    # Todo: Implement a DE version separate of this.
    #  I'll be dealing with this IF support for other game versions will ever happen.

    _link_list = [
        RetrieverObjectLink("_player_count", "FileHeader", "player_count"),

        RetrieverObjectLinkGroup("DataHeader", group=[
            RetrieverObjectLink("_tribe_names", link="tribe_names"),
            RetrieverObjectLink("_string_table_player_names", link="string_table_player_names"),
            RetrieverObjectLink("_metadata", link="player_data_1", process_as_object=PlayerMetaData),
            RetrieverObjectLink("_lock_civilizations", link="per_player_lock_civilization"),
            RetrieverObjectLink("_lock_personalities", link="per_player_lock_personality", support=Support(since=1.53)),
        ]),

        RetrieverObjectLink("_resources", "PlayerDataTwo", "resources", process_as_object=PlayerResources),

        RetrieverObjectLinkGroup("Diplomacy", group=[
            RetrieverObjectLink("_diplomacy", link="per_player_diplomacy", process_as_object=PlayerDiplomacy),
            RetrieverObjectLink("_allied_victories", link="per_player_allied_victory"),
        ]),

        RetrieverObjectLinkGroup("Options", group=[
            *[
                RetrieverObjectLink(f"_disabled_{type_}_ids_player_{i}", link=f"disabled_{type_}_ids_player_{i}")
                for type_ in ["tech", "building", "unit"] for i in range(1, 9)
            ],
            RetrieverObjectLink("_starting_ages", link="per_player_starting_age"),
            RetrieverObjectLink("_base_priorities", link="per_player_base_priority"),
        ]),

        RetrieverObjectLink("_pop_caps", "Map", "per_player_population_cap", support=Support(since=1.44)),
        RetrieverObjectLink("_initial_player_views", "Map", "initial_player_views", support=Support(since=1.40), process_as_object=PlayerInitialView),

        RetrieverObjectLinkGroup("Units", group=[
            RetrieverObjectLink("_player_data_4", link="player_data_4", process_as_object=PlayerDataFour),
            RetrieverObjectLink("_player_data_3", link="player_data_3", process_as_object=PlayerDataThree),
        ]),
    ]

    def __init__(
            self,
            _player_count: int,
            _tribe_names: List[str],
            _string_table_player_names: List[int],
            _metadata: List[PlayerMetaData],
            _lock_civilizations: List[int],
            _lock_personalities: List[int],
            _resources: List[PlayerResources],
            _diplomacy: List[PlayerDiplomacy],
            _allied_victories: List[int],
            _starting_ages: List[int],
            _base_priorities: List[int],
            _pop_caps: List[int],
            _initial_player_views: List[PlayerInitialView],
            _player_data_4: List[PlayerDataFour],
            _player_data_3: List[PlayerDataThree],
            **kwargs
    ):
        super().__init__(**kwargs)

        disables = {}
        for type_ in ['tech', 'building', 'unit']:
            disables[type_] = [kwargs[f'_disabled_{type_}_ids_player_{p}'] for p in range(1, 9)]

        gaia_first_params = {
            'initial_player_view_x': [ipv.location_x for ipv in _initial_player_views or []],
            'initial_player_view_y': [ipv.location_y for ipv in _initial_player_views or []],
        }
        no_gaia_params = {
            'population_cap': [int(pd.population_limit) for pd in _player_data_4],
            'tribe_name': _tribe_names,
            'string_table_name_id': _string_table_player_names,
            'base_priority': _base_priorities,
            'allied_victory': _allied_victories,
            'disabled_techs': disables['tech'],
            'disabled_buildings': disables['building'],
            'disabled_units': disables['unit'],
            'initial_camera_x': [pd.initial_camera_x for pd in _player_data_3],
            'initial_camera_y': [pd.initial_camera_y for pd in _player_data_3],
            'diplomacy': [d.diplomacy_stance for d in _diplomacy],
        }
        gaia_last_params = {
            'starting_age': _starting_ages,
            'lock_civ': _lock_civilizations,
            'lock_personality': _lock_personalities,
            'food': [r.food for r in _resources],
            'wood': [r.wood for r in _resources],
            'gold': [r.gold for r in _resources],
            'stone': [r.stone for r in _resources],
            'color': [r.color for r in _resources],
            'active': [r.active for r in _metadata],
            'human': [r.human for r in _metadata],
            'civilization': [r.civilization for r in _metadata],
            'architecture_set': [r.architecture_set for r in _metadata],
        }

        param_sets = [(no_gaia_params, None), (gaia_first_params, True), (gaia_last_params, False)]
        player_attributes: Dict[int, Dict] = {i: {'player_id': PlayerId(i)} for i in range(9)}
        for param_set, gaia_first in param_sets:
            for key, lst in param_set.items():
                # If a property is not supported, fill it with Nones and skip it
                if lst is None or isinstance(lst, list) and len(lst) == 0:
                    _spread_player_attributes(player_attributes, key, [None] * 16, gaia_first)
                    continue
                _spread_player_attributes(player_attributes, key, lst, gaia_first)

        self.players = [Player(**player_attributes[p]) for p in PlayerId.all()]

    @property
    def active_players(self) -> int:
        """The amount of players that are active within the scenario"""
        return len([player for player in self.players if player.active])

    @active_players.setter
    def active_players(self, value: int):
        if not 1 <= value <= 8:
            raise ValueError("Active players value has to be between 1 and 8")
        for player_id in PlayerId.all(exclude_gaia=True):
            setattr(self.players[player_id], '_active', player_id <= value)

    @property
    def players(self) -> List[Player]:
        """Returns all player objects"""
        return self._players

    @players.setter
    def players(self, value: List[Player]) -> None:
        """Sets player objects"""
        self._players = UuidList(self._uuid, value)

    def set_default_starting_resources(self, players: List[PlayerId] = None) -> None:
        """
        Sets the default starting resources for all players

        Warning: Does NOT take civilizations into account
            This does not take the current selected civ of this player into account. For example, a player with the
            Chinese civ selected will still be set to 200 food. Generally speaking, it's recommended to not use this for
            competitive, normal play. You can select `low` resources in the lobby menu to get 'normal' resources for
            every civ.

        Args:
            players: A list of players, defaults to all players (incl GAIA) when left out
        """
        if players is None:
            players = PlayerId.all()
        for player in players:
            self.players[player].food = 200
            self.players[player].wood = 200
            self.players[player].gold = 100
            self.players[player].stone = 200

    def set_diplomacy_teams(self, *args: List[PlayerId | int], diplomacy: DiplomacyState = DiplomacyState.ALLY) \
            -> None:
        """
        Sets all players in list allied with all others in the same list.

        Args:
            *args: List(s) with player IDs that'll be set to the given diplomacy value
            diplomacy: The diplomacy to set the teams to. Defaults to ally.

        Examples:
            To set diplomacy like a 4v4 in ranked. Two teams of 4 with alternating IDs.

                set_diplomacy_teams([1,3,5,7], [2,4,6,8], diplomacy=DiplomacyState.ALLY)
        """
        for team in args:
            for player in team:
                if player == PlayerId.GAIA:
                    raise ValueError("Gaia cannot be in a team")
                self.players[player].set_player_diplomacy([p for p in team if p != player], diplomacy)

    # ###############################################################################################
    # ################################# Functions for reconstruction ################################
    # ###############################################################################################

    def __getattribute__(self, name: str) -> Any:
        if name.startswith('_disabled_'):
            type_ = name.split('_')[2]
            return getattr(self.players[int(name[-1])], f"disabled_{type_}s")

        return super().__getattribute__(name)

    @property
    def _player_count(self):
        """Returns number of active players to be stored in the FileHeader"""
        return self.active_players

    @property
    def _allied_victories(self):
        """Returns the allied victory of all players"""
        return self._player_attributes_to_list("allied_victory", None, default=0, fill_empty=8)

    @property
    def _starting_ages(self):
        """Returns the starting age of all players"""
        return self._player_attributes_to_list("starting_age", False, default=2, fill_empty=7)

    @property
    def _lock_civilizations(self):
        """Returns the civ lock bool of all players"""
        return self._player_attributes_to_list("lock_civ", False, default=0, fill_empty=7)

    @property
    def _lock_personalities(self):
        """Returns the civ lock bool of all players"""
        return self._player_attributes_to_list("lock_personality", False, default=0, fill_empty=7)

    @property
    def _pop_caps(self):
        """Returns the population cap of all players"""
        return self._player_attributes_to_list("population_cap", None, default=200, fill_empty=8)

    @property
    def _diplomacy(self):
        """Returns the diplomacy of all players"""
        diplomacies = self._player_attributes_to_list("diplomacy", None)

        player_diplomacies = UuidList(self._uuid, [
            PlayerDiplomacy(diplomacy_stance=diplomacies[i]) for i in range(8)
        ])
        player_diplomacies.extend([
            PlayerDiplomacy(diplomacy_stance=[3] * 16) for _ in range(8)
        ])
        return player_diplomacies

    @property
    def _player_data_4(self):
        """Returns the resource duplicates for all players"""
        population_limit = self._player_attributes_to_list("population_cap", None, default=200)
        food = self._player_attributes_to_list("food", None, default=0)
        wood = self._player_attributes_to_list("wood", None, default=0)
        gold = self._player_attributes_to_list("gold", None, default=0)
        stone = self._player_attributes_to_list("stone", None, default=0)

        return UuidList(self._uuid, [
            PlayerDataFour(
                population_limit=float(population_limit[i]),
                food_duplicate=float(food[i]),
                wood_duplicate=float(wood[i]),
                gold_duplicate=float(gold[i]),
                stone_duplicate=float(stone[i]),
            ) for i in range(8)
        ])

    @property
    def _player_data_3(self) -> List[PlayerDataThree]:
        """Returns the resource objects for all players"""
        original_map: Dict[int, str] = {0: 'ally', 1: 'neutral', 3: 'enemy'}
        mappings: Dict[str, Dict[str, int]] = {
            'diplomacy_for_interaction': {'self': 0, 'ally': 0, 'neutral': 1, 'enemy': 3, 'gaia': 3},
            'diplomacy_for_ai_system': {'self': 1, 'ally': 2, 'neutral': 3, 'enemy': 4, 'gaia': 0},
        }

        initial_camera_x = self._player_attributes_to_list("initial_camera_x", None, default=72)
        initial_camera_y = self._player_attributes_to_list("initial_camera_y", None, default=72)
        aok_allied_victory = self._player_attributes_to_list("allied_victory", None, default=0)
        color = self._player_attributes_to_list("color", False, default=1)
        diplomacies: List[List[int]] = self._player_attributes_to_list("diplomacy", None)

        other_diplomacies: Dict[str, List[List[int]]] = {}
        for player in range(8):
            diplomacy = diplomacies[player][:8]
            for key, mapping in mappings.items():
                lst = other_diplomacies.setdefault(key, [])
                temp_lst = [mapping['gaia']] + [mapping[original_map[n]] for n in diplomacy]
                temp_lst[player + 1] = mapping['self']
                lst.append(temp_lst)

        return UuidList(self._uuid, [
            PlayerDataThree(
                initial_camera_x[i],
                initial_camera_y[i],
                aok_allied_victory[i],
                other_diplomacies['diplomacy_for_interaction'][i],
                other_diplomacies['diplomacy_for_ai_system'][i],
                color[i],
            ) for i in range(len(initial_camera_x))
        ])

    @property
    def _resources(self) -> List[PlayerResources]:
        """Returns the resource objects for all players"""
        food = self._player_attributes_to_list("food", False, default=0, fill_empty=7)
        wood = self._player_attributes_to_list("wood", False, default=0, fill_empty=7)
        gold = self._player_attributes_to_list("gold", False, default=0, fill_empty=7)
        stone = self._player_attributes_to_list("stone", False, default=0, fill_empty=7)
        color = self._player_attributes_to_list("color", False, default=0)
        color.extend(range(9, 16))

        return UuidList(self._uuid, [
            PlayerResources(food[i], wood[i], gold[i], stone[i], color[i]) for i in range(len(food))
        ])

    @property
    def _metadata(self) -> List[PlayerMetaData]:
        """Returns the metadata objects for all players"""
        active = self._player_attributes_to_list("active", False, default=0, fill_empty=7)
        human = self._player_attributes_to_list("human", False, default=1, fill_empty=7)
        civilization = self._player_attributes_to_list("civilization", False, default=Civilization.RANDOM, fill_empty=7)
        architecture_set = self._player_attributes_to_list("architecture_set", False, default=Civilization.RANDOM, fill_empty=7)
        return UuidList(self._uuid, [
            PlayerMetaData(active[i], human[i], civilization[i], architecture_set[i]) for i in range(len(active))
        ])

    @property
    def _base_priorities(self) -> List[int]:
        """Returns the base priorities of all players"""
        return self._player_attributes_to_list("base_priority", None, default=0)

    @property
    def _tribe_names(self) -> List[str]:
        """Returns the tribe names of all players"""
        return self._player_attributes_to_list("tribe_name", None, default="", fill_empty=8)

    @property
    def _string_table_player_names(self) -> List[int]:
        """Returns the string table player names of all players"""
        return self._player_attributes_to_list("string_table_name_id", None, default=-2, fill_empty=8)

    @property
    def _initial_player_views(self):
        x = self._player_attributes_to_list("initial_player_view_x", gaia_first=True, default=-1, fill_empty=7)
        y = self._player_attributes_to_list("initial_player_view_y", gaia_first=True, default=-1, fill_empty=7)

        return UuidList(self._uuid, [PlayerInitialView(x[i], y[i]) for i in range(len(x))])

    def _player_attributes_to_list(
            self,
            attribute: str,
            gaia_first: bool | None = True,
            default: str | int = 0,
            fill_empty: int = 0
    ) -> List[Any]:
        """
        The list to store in the scenario structure with values from all players.

        Args:
            attribute: The attribute to get from the players
            gaia_first: If the list has gaia first, last or not at all
            default: The default value to fill the empty fields and what to end to an 16 field list
            fill_empty: How many empty elements have to be filled with the default value

        Returns:
            The list of values
        """
        players = _player_list(gaia_first)
        default_list = [default] * fill_empty
        values = []
        for p in players:
            try:
                v = getattr(self.players[p], attribute)
                if v is None and gaia_first is None:
                    v = default
            except UnsupportedAttributeError:
                v = None
            values.append(v)
        return values + default_list

Attributes

active_players: int property writable
Type: int

The amount of players that are active within the scenario

players: List[Player] property writable
Type: List[Player]

Returns all player objects

Functions


def __init__(...)

Parameters:

Name Type Description Default
_player_count int - required
_tribe_names List[str] - required
_string_table_player_names List[int] - required
_metadata List[PlayerMetaData] - required
_lock_civilizations List[int] - required
_lock_personalities List[int] - required
_resources List[PlayerResources] - required
_diplomacy List[PlayerDiplomacy] - required
_allied_victories List[int] - required
_starting_ages List[int] - required
_base_priorities List[int] - required
_pop_caps List[int] - required
_initial_player_views List[PlayerInitialView] - required
_player_data_4 List[PlayerDataFour] - required
_player_data_3 List[PlayerDataThree] - required
kwargs ? - {}
Source code in AoE2ScenarioParser/objects/managers/player_manager.py
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def __init__(
        self,
        _player_count: int,
        _tribe_names: List[str],
        _string_table_player_names: List[int],
        _metadata: List[PlayerMetaData],
        _lock_civilizations: List[int],
        _lock_personalities: List[int],
        _resources: List[PlayerResources],
        _diplomacy: List[PlayerDiplomacy],
        _allied_victories: List[int],
        _starting_ages: List[int],
        _base_priorities: List[int],
        _pop_caps: List[int],
        _initial_player_views: List[PlayerInitialView],
        _player_data_4: List[PlayerDataFour],
        _player_data_3: List[PlayerDataThree],
        **kwargs
):
    super().__init__(**kwargs)

    disables = {}
    for type_ in ['tech', 'building', 'unit']:
        disables[type_] = [kwargs[f'_disabled_{type_}_ids_player_{p}'] for p in range(1, 9)]

    gaia_first_params = {
        'initial_player_view_x': [ipv.location_x for ipv in _initial_player_views or []],
        'initial_player_view_y': [ipv.location_y for ipv in _initial_player_views or []],
    }
    no_gaia_params = {
        'population_cap': [int(pd.population_limit) for pd in _player_data_4],
        'tribe_name': _tribe_names,
        'string_table_name_id': _string_table_player_names,
        'base_priority': _base_priorities,
        'allied_victory': _allied_victories,
        'disabled_techs': disables['tech'],
        'disabled_buildings': disables['building'],
        'disabled_units': disables['unit'],
        'initial_camera_x': [pd.initial_camera_x for pd in _player_data_3],
        'initial_camera_y': [pd.initial_camera_y for pd in _player_data_3],
        'diplomacy': [d.diplomacy_stance for d in _diplomacy],
    }
    gaia_last_params = {
        'starting_age': _starting_ages,
        'lock_civ': _lock_civilizations,
        'lock_personality': _lock_personalities,
        'food': [r.food for r in _resources],
        'wood': [r.wood for r in _resources],
        'gold': [r.gold for r in _resources],
        'stone': [r.stone for r in _resources],
        'color': [r.color for r in _resources],
        'active': [r.active for r in _metadata],
        'human': [r.human for r in _metadata],
        'civilization': [r.civilization for r in _metadata],
        'architecture_set': [r.architecture_set for r in _metadata],
    }

    param_sets = [(no_gaia_params, None), (gaia_first_params, True), (gaia_last_params, False)]
    player_attributes: Dict[int, Dict] = {i: {'player_id': PlayerId(i)} for i in range(9)}
    for param_set, gaia_first in param_sets:
        for key, lst in param_set.items():
            # If a property is not supported, fill it with Nones and skip it
            if lst is None or isinstance(lst, list) and len(lst) == 0:
                _spread_player_attributes(player_attributes, key, [None] * 16, gaia_first)
                continue
            _spread_player_attributes(player_attributes, key, lst, gaia_first)

    self.players = [Player(**player_attributes[p]) for p in PlayerId.all()]

def set_default_starting_resources(...)

Sets the default starting resources for all players

Does NOT take civilizations into account

This does not take the current selected civ of this player into account. For example, a player with the Chinese civ selected will still be set to 200 food. Generally speaking, it's recommended to not use this for competitive, normal play. You can select low resources in the lobby menu to get 'normal' resources for every civ.

Parameters:

Name Type Description Default
players List[PlayerId]

A list of players, defaults to all players (incl GAIA) when left out

None
Source code in AoE2ScenarioParser/objects/managers/player_manager.py
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def set_default_starting_resources(self, players: List[PlayerId] = None) -> None:
    """
    Sets the default starting resources for all players

    Warning: Does NOT take civilizations into account
        This does not take the current selected civ of this player into account. For example, a player with the
        Chinese civ selected will still be set to 200 food. Generally speaking, it's recommended to not use this for
        competitive, normal play. You can select `low` resources in the lobby menu to get 'normal' resources for
        every civ.

    Args:
        players: A list of players, defaults to all players (incl GAIA) when left out
    """
    if players is None:
        players = PlayerId.all()
    for player in players:
        self.players[player].food = 200
        self.players[player].wood = 200
        self.players[player].gold = 100
        self.players[player].stone = 200

def set_diplomacy_teams(...)

Sets all players in list allied with all others in the same list.

Parameters:

Name Type Description Default
*args List[PlayerId | int]

List(s) with player IDs that'll be set to the given diplomacy value

()
diplomacy DiplomacyState

The diplomacy to set the teams to. Defaults to ally.

ALLY

Examples:

To set diplomacy like a 4v4 in ranked. Two teams of 4 with alternating IDs.

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set_diplomacy_teams([1,3,5,7], [2,4,6,8], diplomacy=DiplomacyState.ALLY)
Source code in AoE2ScenarioParser/objects/managers/player_manager.py
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def set_diplomacy_teams(self, *args: List[PlayerId | int], diplomacy: DiplomacyState = DiplomacyState.ALLY) \
        -> None:
    """
    Sets all players in list allied with all others in the same list.

    Args:
        *args: List(s) with player IDs that'll be set to the given diplomacy value
        diplomacy: The diplomacy to set the teams to. Defaults to ally.

    Examples:
        To set diplomacy like a 4v4 in ranked. Two teams of 4 with alternating IDs.

            set_diplomacy_teams([1,3,5,7], [2,4,6,8], diplomacy=DiplomacyState.ALLY)
    """
    for team in args:
        for player in team:
            if player == PlayerId.GAIA:
                raise ValueError("Gaia cannot be in a team")
            self.players[player].set_player_diplomacy([p for p in team if p != player], diplomacy)