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inspector.py
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368 lines (314 loc) · 13.7 KB
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import avatars
from pycity2000 import BUILDING_OUTPUT_CAPACITY, BuildKind, RAIL_KINDS, ROAD_KINDS, TILE_SCORE_EFFECTS
AVATAR_DRAWERS = {
BuildKind.SCHOOL: avatars.draw_school_avatar,
BuildKind.CLINIC: avatars.draw_clinic_avatar,
BuildKind.POLICE: avatars.draw_police_avatar,
BuildKind.FIRE: avatars.draw_fire_avatar,
BuildKind.LIBRARY: avatars.draw_library_avatar,
BuildKind.STADIUM: avatars.draw_stadium_avatar,
BuildKind.RAIL_STATION: avatars.draw_rail_station_avatar,
BuildKind.SEAPORT: avatars.draw_seaport_avatar,
BuildKind.AIRPORT: avatars.draw_airport_avatar,
BuildKind.PARK: avatars.draw_park_avatar,
BuildKind.LARGE_PARK: avatars.draw_large_park_avatar,
BuildKind.WATER_PUMP: avatars.draw_water_pump_avatar,
BuildKind.COAL: avatars.draw_coal_avatar,
BuildKind.SOLAR: avatars.draw_solar_avatar,
}
def draw_inspector_avatar(ui, kind, rect):
drawer = AVATAR_DRAWERS.get(kind, avatars.draw_generic_avatar)
if drawer is avatars.draw_generic_avatar:
drawer(ui, rect, kind)
else:
drawer(ui, rect)
def park_lines(ui, origin):
return park_effect_lines(ui, origin, BuildKind.PARK)
def large_park_lines(ui, origin):
return park_effect_lines(ui, origin, BuildKind.LARGE_PARK)
def park_effect_lines(ui, origin, kind):
c = ui.game.city
building = c.building_at_origin(origin)
if not building:
return ["Status Missing building record"]
tile = c.tiles[origin[0]][origin[1]]
worker_ids = [cid for cid in building.worker_ids if cid in c.citizens]
power, water, garbage = c.building_resource_use(building)
effects = TILE_SCORE_EFFECTS[kind]
return [
f"Staff {len(worker_ids)}/{building.job_capacity}",
f"Land score {tile.land_value:.0f}/100 Health score {tile.health:.0f}/100",
f"Local effects Land +{effects['land_value']:.0f} Health +{effects['health']:.0f}",
f"Resources P{power} W{water} G{garbage}",
]
def solar_lines(ui, origin):
c = ui.game.city
building = c.building_at_origin(origin)
if not building:
return ["Status Missing building record"]
tile = c.tiles[origin[0]][origin[1]]
worker_ids = [cid for cid in building.worker_ids if cid in c.citizens]
power, water, garbage = c.building_resource_use(building)
capacity = c.power_source_capacity(BuildKind.SOLAR)
return [
f"Power capacity {capacity}",
f"Staff {len(worker_ids)}/{building.job_capacity}",
f"Land score {tile.land_value:.0f}/100 Pollution {tile.pollution:.0f}/100",
f"Resources P{power} W{water} G{garbage}",
]
def coal_lines(ui, origin):
c = ui.game.city
building = c.building_at_origin(origin)
if not building:
return ["Status Missing building record"]
tile = c.tiles[origin[0]][origin[1]]
worker_ids = [cid for cid in building.worker_ids if cid in c.citizens]
power, water, garbage = c.building_resource_use(building)
capacity = c.power_source_capacity(BuildKind.COAL)
pollution_effect = TILE_SCORE_EFFECTS[BuildKind.COAL]["pollution"]
return [
f"Power capacity {capacity}",
f"Staff {len(worker_ids)}/{building.job_capacity}",
f"Pollution {tile.pollution:.0f}/100 Local effect +{pollution_effect:.0f}",
f"Resources P{power} W{water} G{garbage}",
]
def water_pump_lines(ui, origin):
c = ui.game.city
building = c.building_at_origin(origin)
if not building:
return ["Status Missing building record"]
x, y = origin
active_capacity = c.water_pump_capacity(x, y)
nominal_capacity = BUILDING_OUTPUT_CAPACITY[BuildKind.WATER_PUMP]["water"]
pipe_connections = sum(1 for nx, ny in c.neighbors4(x, y) if c.tiles[nx][ny].pipe)
worker_ids = [cid for cid in building.worker_ids if cid in c.citizens]
power, water, garbage = c.building_resource_use(building)
return [
f"Status {'Active' if active_capacity else 'No water source'}",
f"Water capacity {active_capacity}/{nominal_capacity}",
f"Pipe connections {pipe_connections}",
f"Staff {len(worker_ids)}/{building.job_capacity}",
f"Resources P{power} W{water} G{garbage}",
]
def transport_effect_line(kind):
effects = TILE_SCORE_EFFECTS[kind]
return f"Local effects Land {effects.get('land_value', 0):+.0f} Poll {effects.get('pollution', 0):+.0f}"
def rail_station_lines(ui, origin):
c = ui.game.city
building = c.building_at_origin(origin)
if not building:
return ["Status Missing building record"]
worker_ids = [cid for cid in building.worker_ids if cid in c.citizens]
power, water, garbage = c.building_resource_use(building)
track_tiles = sum(1 for tx, ty in c.building_tiles(*origin) if c.is_rail_station_track(tx, ty))
rail_connections = sum(1 for nx, ny in c.building_boundary(*origin) if c.tiles[nx][ny].build in RAIL_KINDS)
traffic = sum(c.traffic_loads.get((nx, ny), 0.0) for nx, ny in c.building_boundary(*origin) if c.tiles[nx][ny].build in ROAD_KINDS)
return [
f"Staff {len(worker_ids)}/{building.job_capacity}",
f"Track tiles {track_tiles} Rail links {rail_connections}",
f"Road traffic nearby {traffic:.0f} trips",
transport_effect_line(BuildKind.RAIL_STATION),
f"Resources P{power} W{water} G{garbage}",
]
def seaport_lines(ui, origin):
c = ui.game.city
building = c.building_at_origin(origin)
if not building:
return ["Status Missing building record"]
worker_ids = [cid for cid in building.worker_ids if cid in c.citizens]
power, water, garbage = c.building_resource_use(building)
shoreline_edges = sum(1 for nx, ny in c.building_boundary(*origin) if c.tiles[nx][ny].water)
traffic = sum(c.traffic_loads.get((nx, ny), 0.0) for nx, ny in c.building_boundary(*origin) if c.tiles[nx][ny].build in ROAD_KINDS)
return [
f"Staff {len(worker_ids)}/{building.job_capacity}",
f"Shoreline contact {shoreline_edges} tiles",
f"Road traffic nearby {traffic:.0f} trips",
transport_effect_line(BuildKind.SEAPORT),
f"Resources P{power} W{water} G{garbage}",
]
def airport_lines(ui, origin):
c = ui.game.city
building = c.building_at_origin(origin)
if not building:
return ["Status Missing building record"]
tile = c.tiles[origin[0]][origin[1]]
worker_ids = [cid for cid in building.worker_ids if cid in c.citizens]
power, water, garbage = c.building_resource_use(building)
terrain_levels = {c.tiles[tx][ty].terrain for tx, ty in c.building_tiles(*origin)}
traffic = sum(c.traffic_loads.get((nx, ny), 0.0) for nx, ny in c.building_boundary(*origin) if c.tiles[nx][ny].build in ROAD_KINDS)
return [
f"Staff {len(worker_ids)}/{building.job_capacity}",
f"Flat terrain {'Y' if len(terrain_levels) == 1 else 'N'} Elevation {tile.terrain}",
f"Road traffic nearby {traffic:.0f} trips",
transport_effect_line(BuildKind.AIRPORT),
f"Resources P{power} W{water} G{garbage}",
]
def covered_residential_stats(c, coverage_fn_name):
coverage_fn = getattr(c, coverage_fn_name)
covered_homes = [
other
for other in c.buildings.values()
if other.kind == BuildKind.RES and coverage_fn(other.origin) > 0
]
covered_residents = sum(
len([cid for cid in home.resident_ids if cid in c.citizens])
for home in covered_homes
)
return covered_homes, covered_residents
def service_building_lines(ui, origin, metric_line, coverage_fn_name):
c = ui.game.city
building = c.building_at_origin(origin)
if not building:
return ["Staff 0/0"]
worker_ids = [cid for cid in building.worker_ids if cid in c.citizens]
power, water, garbage = c.building_resource_use(building)
covered_homes, covered_residents = covered_residential_stats(c, coverage_fn_name)
return [
f"Staff {len(worker_ids)}/{building.job_capacity}",
metric_line(c.tiles[origin[0]][origin[1]], len(covered_homes)),
f"Covered residents {covered_residents}",
f"Resources P{power} W{water} G{garbage}",
]
def clinic_lines(ui, origin):
return service_building_lines(
ui,
origin,
lambda tile, homes: f"Health score {tile.health:.0f}/100 Coverage homes {homes}",
"clinic_coverage",
)
def police_lines(ui, origin):
return service_building_lines(
ui,
origin,
lambda tile, homes: f"Crime score {tile.crime:.0f}/100 Coverage homes {homes}",
"police_coverage",
)
def fire_lines(ui, origin):
return service_building_lines(
ui,
origin,
lambda tile, homes: f"Fire risk {tile.fire_risk:.0f}/100 Coverage homes {homes}",
"fire_coverage",
)
def library_lines(ui, origin):
return service_building_lines(
ui,
origin,
lambda tile, homes: f"Education score {tile.education:.0f}/100 Coverage homes {homes}",
"library_coverage",
)
def stadium_lines(ui, origin):
c = ui.game.city
building = c.building_at_origin(origin)
if not building:
return ["Staff 0/0"]
tile = c.tiles[origin[0]][origin[1]]
worker_ids = [cid for cid in building.worker_ids if cid in c.citizens]
power, water, garbage = c.building_resource_use(building)
covered_homes, covered_residents = covered_residential_stats(c, "stadium_coverage")
return [
f"Staff {len(worker_ids)}/{building.job_capacity}",
f"Land score {tile.land_value:.0f}/100 Crime {tile.crime:.0f}/100",
f"Coverage homes {len(covered_homes)} Residents {covered_residents}",
f"Resources P{power} W{water} G{garbage}",
]
def school_lines(ui, origin):
c = ui.game.city
building = c.building_at_origin(origin)
if not building:
return ["Students 0/0", "Staff 0/0"]
student_ids = [cid for cid in building.student_ids if cid in c.citizens]
worker_ids = [cid for cid in building.worker_ids if cid in c.citizens]
school_trips = [
trip.distance
for trip in c.trips
if trip.purpose == "school" and trip.to_building_id == building.id
]
education_gains = [
c.education_gain(c.citizens[cid])
for cid in student_ids
]
lines = [
f"Students {len(student_ids)}/{building.student_capacity} City school-age {len(c.school_age_citizens())}",
f"Staff {len(worker_ids)}/{building.job_capacity}",
]
if school_trips:
lines.append(f"Avg school trip {sum(school_trips) / len(school_trips):.1f} tiles")
else:
lines.append("Avg school trip n/a")
if education_gains:
lines.append(f"Avg monthly education gain {sum(education_gains) / len(education_gains):.2f}")
else:
lines.append("Avg monthly education gain n/a")
return lines
def resident_lines(ui, origin, limit=10):
c = ui.game.city
building = c.building_at_origin(origin)
if not building:
return ["Residents 0/0"]
resident_ids = [cid for cid in building.resident_ids if cid in c.citizens]
lines = [f"Residents {len(resident_ids)}/{building.resident_capacity}"]
for citizen_id in resident_ids[:limit]:
citizen = c.citizens[citizen_id]
lines.append(f"{citizen.name} Born {c.format_date(citizen.born)}")
if len(resident_ids) > limit:
lines.append(f"... {len(resident_ids) - limit} more residents")
return lines
def zone_score_line(ui, tile):
score = ui.game.city.zone_score(tile)
if tile.build == BuildKind.RES:
return f"Score {score:.0f}: land({tile.land_value:.0f}) health({tile.health:.0f}) edu({tile.education:.0f}) - poll({tile.pollution:.0f}) crime({tile.crime:.0f})"
if tile.build == BuildKind.COM:
return f"Score {score:.0f}: land({tile.land_value:.0f}) edu({tile.education:.0f}) - poll({tile.pollution:.0f}) crime({tile.crime:.0f})"
if tile.build == BuildKind.IND:
return f"Score {score:.0f}: road({'Y' if tile.road_access else 'N'}) power({'Y' if tile.powered else 'N'}) - land({tile.land_value:.0f})"
return f"Score {score:.0f}"
def building_label(ui, building_id):
building = ui.game.city.buildings.get(building_id)
if not building:
return "None"
return f"{building.kind.value} {building.origin[0]},{building.origin[1]}"
def citizen_lines(ui, citizen_id):
c = ui.game.city
citizen = c.citizens.get(citizen_id)
if not citizen:
return ["Citizen not found"]
home_id = c.citizen_home_building_id(citizen)
return [
citizen.name,
f"Born {c.format_date(citizen.born)} Age {c.citizen_age(citizen)} Gender {citizen.gender.upper()}",
f"Home {building_label(ui, home_id)}",
f"Job {building_label(ui, citizen.job_id)}",
f"School {building_label(ui, citizen.school_id)}",
f"Health {citizen.health:.0f} Education {citizen.education:.0f} Ability {citizen.education_ability:.2f}",
f"Mood {citizen.happiness:.0f}",
]
def road_lines(ui, pos):
c = ui.game.city
tx, ty = pos
return [
f"Congestion {c.road_congestion(tx, ty):.0f}/100",
f"Traffic {c.traffic_loads.get((tx, ty), 0.0):.0f} trips",
]
LINE_BUILDERS = {
BuildKind.RES: resident_lines,
BuildKind.SCHOOL: school_lines,
BuildKind.PARK: park_lines,
BuildKind.LARGE_PARK: large_park_lines,
BuildKind.WATER_PUMP: water_pump_lines,
BuildKind.COAL: coal_lines,
BuildKind.SOLAR: solar_lines,
BuildKind.RAIL_STATION: rail_station_lines,
BuildKind.SEAPORT: seaport_lines,
BuildKind.AIRPORT: airport_lines,
BuildKind.CLINIC: clinic_lines,
BuildKind.POLICE: police_lines,
BuildKind.FIRE: fire_lines,
BuildKind.LIBRARY: library_lines,
BuildKind.STADIUM: stadium_lines,
}
def extra_lines(ui, kind, origin):
builder = LINE_BUILDERS.get(kind)
if not builder:
return None
return builder(ui, origin)