magicciv/tools/migrate-units-logistics.py

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#!/usr/bin/env python3
"""Migrate public/resources/units/*.json with a logistics block per
UNIT_LOGISTICS.md.
The migration is **additive**. Every existing field is preserved verbatim;
each unit gains an optional ``"logistics"`` block populated from a small
mapping table that derives sensible defaults from the unit's current
stats. Files that already carry a ``"logistics"`` block are left untouched
(idempotent re-running the tool is a no-op).
Mapping rules (also documented in UNIT_LOGISTICS.md):
- ``stats.str = round(attack * 5)`` (capped at 100; floor 10 for civilian)
- ``stats.con = round(hp / 0.6)`` (HP is already 60% of trained max in the
doc's model; so trained max ≈ hp / 0.6)
- ``stats.end = round(movement * 30)`` (move 2 60, move 3 90)
- ``terrain_movement`` defaults from archetype:
- civilian, support, melee, ranged ``foot`` table
- cavalry, mounted ``mounted`` table
- siege ``siege`` table
- wild ``foot`` (creatures inherit foot baseline)
- naval / sea / air domains ``mobile`` (water/air-friendly)
- ``inventory`` defaults from archetype + tier:
- rations = headcount × 10 (headcount estimated from hp / 5)
- tool_durability = 5 for civilians, 10 for siege/engineer, 2 otherwise
- build_kits = 4 for ``can_build_improvements`` civilians, else 0
- arrows = 30 if ``ranged_attack > 0`` else 0
- ``carriers`` defaults: 2 foot_runners for any unit; no birds (slots gate them).
- ``slots`` are seeded empty per unit; the canonical (tech, resource) gates
live in TECH_TREE.md §Slot-enable table and are applied at training time
by the simulator, not stored on the unit catalog entry.
- ``supply.range_turns`` default 4 (civilian 6, siege 3, cavalry 5).
Usage:
python3 tools/migrate-units-logistics.py [--dry-run] [--force]
``--dry-run`` prints what would change without writing.
``--force`` overwrites an existing ``logistics`` block. Default is
idempotent (skip already-migrated files).
Run from any directory resolves paths from the script location.
"""
from __future__ import annotations
import argparse
import json
import sys
from pathlib import Path
from typing import Any
REPO_ROOT = Path(__file__).resolve().parent.parent
UNITS_DIR = REPO_ROOT / "public" / "resources" / "units"
FOOT_TERRAIN: dict[str, Any] = {
"road": 0.5,
"dirt_road": 0.65,
"wagon_track": 0.85,
"trail": 0.8,
"grass": 1.0,
"hills": 1.5,
"forest_open": 1.5,
"forest_dense": 2.5,
"mountain": 3.0,
"snow": 2.0,
"tundra": 1.5,
"desert": 2.5,
"marsh": 3.0,
"river_ford": 2.0,
"river_unfordable": "blocked",
"deep_water": "blocked",
}
MOUNTED_TERRAIN: dict[str, Any] = {
"road": 0.4,
"dirt_road": 0.55,
"wagon_track": 0.75,
"trail": 0.9,
"grass": 0.75,
"hills": 1.5,
"forest_open": 2.0,
"forest_dense": 3.5,
"mountain": 4.0,
"snow": 2.5,
"tundra": 1.5,
"desert": 2.0,
"marsh": "blocked",
"river_ford": 2.0,
"river_unfordable": "blocked",
"deep_water": "blocked",
}
SIEGE_TERRAIN: dict[str, Any] = {
"road": 0.65,
"dirt_road": 0.85,
"wagon_track": 1.0,
"trail": 1.3,
"grass": 1.5,
"hills": 2.5,
"forest_open": 2.5,
"forest_dense": "blocked",
"mountain": 4.0,
"snow": 3.0,
"tundra": 2.0,
"desert": 3.0,
"marsh": "blocked",
"river_ford": 3.0,
"river_unfordable": "blocked",
"deep_water": "blocked",
}
MOBILE_TERRAIN: dict[str, Any] = {
"deep_water": 1.0,
"shallow_water": 1.0,
"coastal": 1.0,
"river_ford": 1.0,
"river_unfordable": 1.0,
"grass": "blocked",
}
CAVALRY_KEYWORDS: set[str] = {
"cavalry", "mounted", "rider", "lancer", "horseman", "dragoon",
}
SIEGE_KEYWORDS: set[str] = {
"siege", "catapult", "ballista", "trebuchet", "bombard", "artillery",
"cannon", "mortar", "rocket", "coilgun",
}
ENGINEER_KEYWORDS: set[str] = {
"engineer", "pioneer", "builder", "sapper", "founder",
}
def pick_terrain_table(unit: dict[str, Any]) -> dict[str, Any]:
"""Choose the per-terrain movement table from archetype + keywords."""
domain = unit.get("domain") or "land"
if domain in {"sea", "naval"}:
return dict(MOBILE_TERRAIN)
if domain == "air":
# Air units ignore terrain — express as a flat 1.0 for the
# land-typed entries; the pathfinder honours the `air` domain
# gate ahead of the cost table.
return {k: 1.0 for k in FOOT_TERRAIN}
kws = {k.lower() for k in unit.get("keywords", [])}
if kws & CAVALRY_KEYWORDS:
return dict(MOUNTED_TERRAIN)
if kws & SIEGE_KEYWORDS or unit.get("unit_type") == "siege":
return dict(SIEGE_TERRAIN)
return dict(FOOT_TERRAIN)
def estimate_headcount(unit: dict[str, Any]) -> int:
"""Estimate roster headcount from hp. UNIT_LOGISTICS.md compositions
range 530; hp 20150 maps roughly to that with a /5 ratio."""
hp = unit.get("hp") or 20
return max(5, min(30, round(hp / 5)))
def build_inventory(unit: dict[str, Any], headcount: int) -> dict[str, int]:
"""Default carry-inventory by archetype."""
inv: dict[str, int] = {"rations": headcount * 10, "water": headcount * 8}
kws = {k.lower() for k in unit.get("keywords", [])}
if kws & ENGINEER_KEYWORDS or unit.get("can_build_improvements") is True:
inv["tool_durability"] = 20
inv["build_kits"] = 4
elif kws & SIEGE_KEYWORDS or unit.get("unit_type") == "siege":
inv["tool_durability"] = 10
else:
inv["tool_durability"] = 2
if (unit.get("ranged_attack") or 0) > 0:
inv["arrows"] = 30
if kws & CAVALRY_KEYWORDS:
inv["fodder"] = headcount * 6
return inv
def build_stats(unit: dict[str, Any]) -> dict[str, int]:
"""Derive STR/CON/END trained-max from existing attack/hp/movement."""
atk = unit.get("attack") or 0
hp = unit.get("hp") or 20
mv = unit.get("movement") or 2
# Civilians have low STR but the same baseline CON/END as combat units.
base_str = max(10, min(100, round(atk * 5))) if atk > 0 else 30
base_con = max(20, min(100, round(hp / 0.6)))
base_end = max(30, min(100, round(mv * 30)))
return {"str": base_str, "con": base_con, "end": base_end}
def build_carriers(unit: dict[str, Any]) -> dict[str, int]:
"""Default carrier complement. Slot-gated carriers (birds, oxen,
steam-rigs) are populated only when the slot is filled at training
time by the simulator; the unit's BASE carriers are the small
foot-runner complement every roster ships with."""
if unit.get("unit_type") in {"wild", "npc"}:
# Hostile / neutral units don't carry comms — the player can't
# send a message via a wandering basilisk.
return {}
return {"foot_runners": 2}
def build_supply(unit: dict[str, Any]) -> dict[str, Any]:
"""Default supply range + decline rate by archetype."""
kws = {k.lower() for k in unit.get("keywords", [])}
if unit.get("unit_type") in {"civilian", "support"} or kws & ENGINEER_KEYWORDS:
return {"range_turns": 6, "decline_rate": 0.8}
if kws & CAVALRY_KEYWORDS:
return {"range_turns": 5, "decline_rate": 2.5}
if kws & SIEGE_KEYWORDS or unit.get("unit_type") == "siege":
return {"range_turns": 3, "decline_rate": 1.0}
return {"range_turns": 4, "decline_rate": 1.2}
# Slot definitions for the docs — these are canonical (tech, resources)
# pairs from UNIT_LOGISTICS.md §Modular slots. Per-unit, only slots that
# semantically apply are exposed in the json. The migration is
# conservative — civilian/pioneer line gets the `ox_wagon` + `mount` slots,
# cavalry gets `mount`, ranged gets `firearm` (gated by tech), engineers
# get `powder_charges`. The simulator's training-time resolver looks
# at the tech-resource pair before populating the slot at production.
SLOT_TABLE: dict[str, dict[str, Any]] = {
"ox_wagon": {
"enabling_tech": "animal_husbandry",
"enabling_resources": ["cattle"],
"provides": "+2 carry-capacity, fodder consumption",
"count": 1,
},
"mount_boar": {
"enabling_tech": "animal_training",
"enabling_resources": ["boars"],
"provides": "mounted movement profile",
"count": 1,
},
"mount_ram": {
"enabling_tech": "animal_training",
"enabling_resources": ["mountain_rams"],
"provides": "mountain-friendly mounted profile",
"count": 1,
},
"officer_bird": {
"enabling_tech": "falconry_command",
"enabling_resources": ["crag_aerie"],
"provides": "crag-raven one-way carrier",
"count": 2,
},
"powder_charges": {
"enabling_tech": "gunpowder",
"enabling_resources": ["saltpeter", "sulfur", "coal"],
"provides": "blasting kit",
"count": 40,
},
"firearm": {
"enabling_tech": "rifling",
"enabling_resources": ["iron", "coal"],
"provides": "pierce-attack ranged",
"count": 1,
},
"steam_engine": {
"enabling_tech": "steam_engine",
"enabling_resources": ["coal", "iron"],
"provides": "mechanized hauling",
"count": 1,
},
"rune_panel": {
"enabling_tech": "rune_resonance",
"enabling_resources": ["runestone"],
"provides": "resonance-telegraph",
"count": 1,
},
}
def applicable_slots(unit: dict[str, Any]) -> dict[str, dict[str, Any]]:
"""Pick the slots that semantically apply to this unit."""
kws = {k.lower() for k in unit.get("keywords", [])}
tier = unit.get("tier") or 0
slots: dict[str, dict[str, Any]] = {}
is_engineer = bool(kws & ENGINEER_KEYWORDS) or unit.get("can_build_improvements") is True
is_cavalry = bool(kws & CAVALRY_KEYWORDS)
is_ranged = (unit.get("ranged_attack") or 0) > 0
is_civilian = unit.get("unit_type") in {"civilian", "support"}
# Pioneer / Builder / Engineer line carries ox-wagons.
if is_engineer or is_civilian:
slots["ox_wagon"] = dict(SLOT_TABLE["ox_wagon"])
slots["officer_bird"] = dict(SLOT_TABLE["officer_bird"])
# Pioneer T5+ also exposes the powder-blasting slot.
if is_engineer and tier and tier >= 5:
slots["powder_charges"] = dict(SLOT_TABLE["powder_charges"])
# Steam Pioneer (T6/T7) opens the steam slot.
if tier >= 6:
slots["steam_engine"] = dict(SLOT_TABLE["steam_engine"])
# Resonance Engineer (T7+) opens the rune-panel.
if tier >= 7:
slots["rune_panel"] = dict(SLOT_TABLE["rune_panel"])
# Cavalry line — mount slot is the defining gate.
if is_cavalry:
slots["mount_boar"] = dict(SLOT_TABLE["mount_boar"])
slots["mount_ram"] = dict(SLOT_TABLE["mount_ram"])
slots["officer_bird"] = dict(SLOT_TABLE["officer_bird"])
# Ranged combatants opt into the firearm slot from gunpowder onward.
if is_ranged and tier and tier >= 5:
slots["firearm"] = dict(SLOT_TABLE["firearm"])
slots["powder_charges"] = dict(SLOT_TABLE["powder_charges"])
return slots
def build_composition(unit: dict[str, Any], headcount: int) -> dict[str, int]:
"""Sketch a default composition by archetype. The breakdowns mirror
the named compositions in UNIT_LOGISTICS.md where the unit matches a
canonical archetype, and fall back to a generic 'leader + members'
split otherwise."""
kws = {k.lower() for k in unit.get("keywords", [])}
if "founder" in kws:
return {"clan_elder": 1, "builder": 4, "warden": 1, "foot_runner": 2}
if kws & ENGINEER_KEYWORDS:
return {
"foreman": 1,
"surveyor": max(1, headcount // 4),
"labourer": max(1, headcount // 2),
"warden": max(1, headcount // 6),
"foot_runner": 2,
}
if kws & CAVALRY_KEYWORDS:
return {
"captain": 1,
"rider": max(1, headcount - 4),
"farrier": 2,
"cook": 1,
}
if kws & SIEGE_KEYWORDS or unit.get("unit_type") == "siege":
return {
"crew_master": 1,
"engineer": max(1, headcount // 3),
"labourer": max(1, headcount // 2),
"warden": max(1, headcount // 6),
}
if unit.get("unit_type") in {"melee", "military"}:
return {
"captain": 1,
"sergeant": max(1, headcount // 10),
"soldier": max(1, headcount - 3),
"horn_blower": 1,
}
if unit.get("unit_type") == "ranged":
return {
"captain": 1,
"marksman": max(1, headcount - 2),
"spotter": 1,
}
# Catch-all: leader + members.
return {"leader": 1, "member": max(1, headcount - 1)}
def build_logistics_block(unit: dict[str, Any]) -> dict[str, Any]:
"""Assemble the full logistics block for one unit."""
headcount = estimate_headcount(unit)
block: dict[str, Any] = {
"composition": build_composition(unit, headcount),
"inventory": build_inventory(unit, headcount),
"stats": build_stats(unit),
"terrain_movement": pick_terrain_table(unit),
"carriers": build_carriers(unit),
"supply": build_supply(unit),
}
slots = applicable_slots(unit)
if slots:
block["slots"] = slots
return block
def migrate_file(path: Path, force: bool) -> tuple[str, dict[str, Any] | list[dict[str, Any]] | None]:
"""Return (status, new-doc-or-none).
Status is one of: 'migrated', 'skipped-existing', 'skipped-unparseable',
'skipped-not-a-unit'."""
try:
raw = path.read_text(encoding="utf-8")
except OSError as exc:
return f"skipped-read-error:{exc}", None
try:
doc = json.loads(raw)
except json.JSONDecodeError:
return "skipped-unparseable", None
def migrate_entry(entry: Any) -> tuple[bool, dict[str, Any] | Any]:
if not isinstance(entry, dict) or "id" not in entry:
return False, entry
if "logistics" in entry and not force:
return False, entry
block = build_logistics_block(entry)
new_entry = dict(entry)
new_entry["logistics"] = block
return True, new_entry
if isinstance(doc, list):
any_changed = False
new_entries: list[Any] = []
for entry in doc:
changed, new_entry = migrate_entry(entry)
any_changed = any_changed or changed
new_entries.append(new_entry)
if not any_changed:
return "skipped-existing", None
return "migrated", new_entries
if isinstance(doc, dict):
changed, new_doc = migrate_entry(doc)
if not changed:
return "skipped-existing", None
return "migrated", new_doc
return "skipped-not-a-unit", None
def main() -> int:
parser = argparse.ArgumentParser()
parser.add_argument("--dry-run", action="store_true")
parser.add_argument("--force", action="store_true")
args = parser.parse_args()
if not UNITS_DIR.is_dir():
print(f"ERROR: units dir not found at {UNITS_DIR}", file=sys.stderr)
return 1
files = sorted(UNITS_DIR.glob("*.json"))
if not files:
print(f"ERROR: no JSON files in {UNITS_DIR}", file=sys.stderr)
return 1
migrated = 0
skipped = 0
other: dict[str, int] = {}
for path in files:
status, new_doc = migrate_file(path, args.force)
if status == "migrated":
migrated += 1
if not args.dry_run:
path.write_text(
json.dumps(new_doc, indent=2, ensure_ascii=False) + "\n",
encoding="utf-8",
)
elif status == "skipped-existing":
skipped += 1
else:
other[status] = other.get(status, 0) + 1
print(f"migrated: {migrated}")
print(f"skipped (existing): {skipped}")
for status, count in sorted(other.items()):
print(f"{status:20s}: {count}")
if args.dry_run:
print("(dry-run — no files written)")
return 0
if __name__ == "__main__":
sys.exit(main())