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Python 3.10+ Pydantic v2 UV Work in Progress

EmpireCore

Fully typed Python library for Goodgame Empire

FeaturesInstallationQuick StartServicesContributing


Warning: Work in Progress

This library is under active development. APIs may change, and some features are incomplete or untested.


Features

Category Description
Connection Synchronous WebSocket with a background receive thread and keepalive
Protocol Models Pydantic models for all GGE commands with type-safe request/response handling
Services High-level APIs for alliance, castle, and more - auto-attached to client
State Tracking Player, castles, resources, movements

Installation

# Using uv (recommended)
uv add empire-core

# Or with pip
pip install empire-core

For development:

git clone https://github.com/eschnitzler/EmpireCore.git
cd EmpireCore
uv sync

Quick Start

from empire_core import EmpireClient

client = EmpireClient(username="your_user", password="your_pass")
client.login()

# Services are auto-attached to the client
client.alliance.send_chat("Hello alliance!")
client.alliance.help_all()

castles = client.castle.get_all()
for c in castles:
    print(f"{c.castle_name} at ({c.x}, {c.y})")

client.close()

Services

Services provide high-level APIs and are automatically attached to the client.

AllianceService (client.alliance)

# Send chat message
client.alliance.send_chat("Hello!")

# Get chat history
history = client.alliance.get_chat_log()
for entry in history:
    print(f"{entry.player_name}: {entry.decoded_text}")

# Help all members
response = client.alliance.help_all()
print(f"Helped {response.helped_count} members")

# Subscribe to incoming messages
def on_message(msg):
    print(f"[{msg.player_name}] {msg.decoded_text}")

client.alliance.on_chat_message(on_message)

CastleService (client.castle)

# Get all castles
castles = client.castle.get_all()

# Get detailed info
details = client.castle.get_details(castle_id=12345)
print(f"Buildings: {len(details.buildings)}")

# Select a castle
client.castle.select(castle_id=12345)

# Get resources
resources = client.castle.get_resources(castle_id=12345)
print(f"Wood: {resources.wood}, Stone: {resources.stone}")

Map Scanning

Scan a kingdom for castles, outposts, capitals, etc. A full scan uses BFS discovery from your castle's position and can take a few minutes:

from empire_core.protocol.models.map import Kingdom, MapItemType

result = client.scan_kingdom(Kingdom.GREEN, item_types=[MapItemType.CASTLE])
print(f"{len(result.items)} items, {len(result.failed_chunks)} failed chunks")

chunk_delay (default 0.2s) paces the requests — the server drops connections that sustain a high request rate, so don't lower it for long-running scans unless you know the server tolerates it.

Re-scanning cheaply: result.content_chunks lists the chunks that contained items. Feed it back into scan_chunks() to re-scan a known region without paying for BFS discovery of the empty boundary again (roughly a third fewer requests). Run a full scan_kingdom() periodically to pick up content that appeared in previously-empty chunks:

# Discovery scan (expensive, occasionally)
discovery = client.scan_kingdom(Kingdom.GREEN, item_types=[MapItemType.CASTLE])

# Targeted re-scans (cheap, frequently)
fresh = client.scan_chunks(
    Kingdom.GREEN, list(discovery.content_chunks), item_types=[MapItemType.CASTLE]
)

For very frequent scans, split content_chunks across multiple logged-in accounts (e.g. interleaved slices chunks[i::n]) and run the scan_chunks() calls concurrently — per-account request rate is what the server rate-limits.

Protocol Models

For lower-level access, use protocol models directly:

from empire_core.protocol.models import (
    AllianceChatMessageRequest,
    GetCastlesRequest,
    parse_response,
)

# Build a request
request = AllianceChatMessageRequest.create("Hello 100%!")
packet = request.to_packet()
# -> "%xt%EmpireEx_21%acm%1%{"M": "Hello 100%!"}%"

# Fire-and-forget (no response awaited)
client.send(request)

# Or wait for and parse the response
response = client.send(GetCastlesRequest(), wait=True)

Error Handling

Calls that wait for a response raise typed exceptions on failure instead of returning None — so a timeout, a dropped connection, and a server-side rejection are distinguishable. All inherit from EmpireError.

from empire_core.exceptions import CommandError, EmpireTimeoutError, ConnectionClosedError

try:
    castles = client.castle.get_all()
except CommandError as e:
    # Server answered with a non-zero error code
    print(f"rejected: {e.command} code {e.code}")
except EmpireTimeoutError:
    # No response within the timeout
    ...
except ConnectionClosedError:
    # Connection dropped while waiting
    ...

EmpireTimeoutError also subclasses the builtin TimeoutError, so except TimeoutError works too. Action helpers (e.g. client.castle.select()) return boolFalse means the server rejected the action, while transport failures still raise.

Contributing

See CONTRIBUTING.md for:

  • Adding new protocol commands
  • Creating new services
  • Protocol model conventions
  • Testing guidelines

Architecture

empire_core/
├── client/          # EmpireClient - main entry point
├── protocol/
│   └── models/      # Pydantic models for GGE commands
├── services/        # High-level service APIs
├── state/           # Game state models
└── network/         # WebSocket connection

For educational purposes only. Use responsibly.

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Modern, type-safe, Python library for Goodgame Empire automation

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