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Considition-2020/main.py

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# import api
import time
import sys
from sys import exit
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from game_layer import GameLayer
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import game_state
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import traceback
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api_key = "74e3998d-ed3d-4d46-9ea8-6aab2efd8ae3"
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# The different map names can be found on considition.com/rules
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map_name = "training1" # TODO: You map choice here. If left empty, the map "training1" will be selected.
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game_layer = GameLayer(api_key)
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state = game_layer.game_state
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usePrebuiltStrategy = False
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timeUntilRunEnds = 50
rounds_between_energy = 5
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utilities = 3
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EMA_temp = None
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building_under_construction = None
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availableTiles = []
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def main():
#game_layer.force_end_game()
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game_layer.new_game(map_name)
print("Starting game: " + game_layer.game_state.game_id)
game_layer.start_game()
# exit game after timeout
start_time = time.time()
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chartMap()
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global EMA_temp
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while game_layer.game_state.turn < game_layer.game_state.max_turns:
try:
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if EMA_temp is None:
EMA_temp = game_layer.game_state.current_temp
ema_k_value = (2/(rounds_between_energy+1))
EMA_temp = game_layer.game_state.current_temp * ema_k_value + EMA_temp*(1-ema_k_value)
take_turn()
except:
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print(traceback.format_exc())
game_layer.end_game()
exit()
time_diff = time.time() - start_time
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if time_diff > timeUntilRunEnds:
game_layer.end_game()
exit()
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print("Done with game: " + game_layer.game_state.game_id)
print("Final score was: " + str(game_layer.get_score()["finalScore"]))
def linus_take_turn():
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freeSpace = []
state = game_layer.game_state
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for x in range(len(state.map)-1):
for y in range(len(state.map)-1):
if state.map[x][y] == 0:
freeSpace.append((x,y))
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#if (i == 0 or i%5 == 0)and i<26:
# game_layer.place_foundation(freeSpace[(i//5)+2], game_layer.game_state.available_residence_buildings[i//5].building_name)
if (game_layer.game_state.turn == 0):
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game_layer.place_foundation(freeSpace[2], game_layer.game_state.available_residence_buildings[0].building_name)
the_first_residence = state.residences[0]
if the_first_residence.build_progress < 100:
game_layer.build(freeSpace[2])
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if len(state.residences) == 1:
game_layer.place_foundation(freeSpace[3], game_layer.game_state.available_residence_buildings[5].building_name)
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the_second_residence = state.residences[1]
if the_second_residence.build_progress < 100:
game_layer.build(freeSpace[3])
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if len(state.residences) == 2:
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game_layer.place_foundation(freeSpace[5], game_layer.game_state.available_residence_buildings[1].building_name)
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the_third_residence = state.residences[2]
if the_third_residence.build_progress < 100:
game_layer.build(freeSpace[5])
if len(state.residences) == 3:
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game_layer.place_foundation((4,4), game_layer.game_state.available_residence_buildings[4].building_name)
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the_fourth_residence = state.residences[3]
if the_fourth_residence.build_progress < 100:
game_layer.build((4,4))
if len(state.residences) == 4:
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game_layer.place_foundation((4,5), game_layer.game_state.available_residence_buildings[3].building_name)
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the_fifth_residence = state.residences[4]
if the_fifth_residence.build_progress < 100:
game_layer.build((4,5))
if len(state.residences) == 5:
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game_layer.place_foundation((4,6), game_layer.game_state.available_residence_buildings[4].building_name)
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the_sixth_residence = state.residences[5]
if (the_sixth_residence.build_progress < 100) and game_layer.game_state.funds > 4000:
game_layer.build((4,6))
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elif the_first_residence.health < 70:
game_layer.maintenance(freeSpace[2])
elif the_second_residence.health < 70:
game_layer.maintenance(freeSpace[3])
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elif the_third_residence.health < 70:
game_layer.maintenance(freeSpace[5])
elif the_fourth_residence.health < 70:
game_layer.maintenance((4,4))
elif the_fifth_residence.health < 70:
game_layer.maintenance((4,5))
elif the_sixth_residence.health < 70:
game_layer.maintenance((4,6))
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elif (the_second_residence.health > 70) and not len(state.utilities) > 0:
game_layer.place_foundation(freeSpace[4], game_layer.game_state.available_utility_buildings[2].building_name)
elif (state.utilities[0].build_progress < 100):
game_layer.build(freeSpace[4])
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#elif (game_layer.game_state.turn > 35) and not len(state.utilities) > 1:
# game_layer.place_foundation((4,6), game_layer.game_state.available_utility_buildings[1].building_name)
#elif (state.utilities[1].build_progress < 100):
# game_layer.build((4,6))
elif (game_layer.game_state.turn % rounds_between_energy == 0):
adjustEnergy(the_first_residence)
elif (game_layer.game_state.turn % rounds_between_energy == 1):
adjustEnergy(the_second_residence)
elif (game_layer.game_state.turn % rounds_between_energy == 2):
adjustEnergy(the_third_residence)
elif (game_layer.game_state.turn % rounds_between_energy == 3):
adjustEnergy(the_fourth_residence)
elif (game_layer.game_state.turn % rounds_between_energy == 4):
adjustEnergy(the_fifth_residence)
elif (game_layer.game_state.turn % rounds_between_energy == 5):
adjustEnergy(the_sixth_residence)
else:
# messages and errors for console log
game_layer.wait()
for message in game_layer.game_state.messages:
print(message)
for error in game_layer.game_state.errors:
print("Error: " + error)
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def take_turn():
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if not usePrebuiltStrategy:
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# TODO Implement your artificial intelligence here.
# TODO Take one action per turn until the game ends.
# TODO The following is a short example of how to use the StarterKit
if something_needs_attention():
pass
else:
develop_society()
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# messages and errors for console log
for message in game_layer.game_state.messages:
print(message)
for error in game_layer.game_state.errors:
print("Error: " + error)
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# pre-made test strategy
# which came with
# starter kit
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if usePrebuiltStrategy:
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state = game_layer.game_state
if len(state.residences) < 1:
for i in range(len(state.map)):
for j in range(len(state.map)):
if state.map[i][j] == 0:
x = i
y = j
break
game_layer.place_foundation((x, y), game_layer.game_state.available_residence_buildings[0].building_name)
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else:
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the_only_residence = state.residences[0]
if the_only_residence.build_progress < 100:
game_layer.build((the_only_residence.X, the_only_residence.Y))
elif the_only_residence.health < 50:
game_layer.maintenance((the_only_residence.X, the_only_residence.Y))
elif the_only_residence.temperature < 18:
blueprint = game_layer.get_residence_blueprint(the_only_residence.building_name)
energy = blueprint.base_energy_need + 0.5 \
+ (the_only_residence.temperature - state.current_temp) * blueprint.emissivity / 1 \
- the_only_residence.current_pop * 0.04
game_layer.adjust_energy_level((the_only_residence.X, the_only_residence.Y), energy)
elif the_only_residence.temperature > 24:
blueprint = game_layer.get_residence_blueprint(the_only_residence.building_name)
energy = blueprint.base_energy_need - 0.5 \
+ (the_only_residence.temperature - state.current_temp) * blueprint.emissivity / 1 \
- the_only_residence.current_pop * 0.04
game_layer.adjust_energy_level((the_only_residence.X, the_only_residence.Y), energy)
elif state.available_upgrades[0].name not in the_only_residence.effects:
game_layer.buy_upgrade((the_only_residence.X, the_only_residence.Y), state.available_upgrades[0].name)
else:
game_layer.wait()
for message in game_layer.game_state.messages:
print(message)
for error in game_layer.game_state.errors:
print("Error: " + error)
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def chartMap():
state = game_layer.game_state
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for x in range(len(state.map) - 1):
for y in range(len(state.map) - 1):
if state.map[x][y] == 0:
availableTiles.append((x, y))
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optimizeAvailableTiles()
def adjustEnergy(currentBuilding):
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global rounds_between_energy
global EMA_temp
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blueprint = game_layer.get_residence_blueprint(currentBuilding.building_name)
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outDoorTemp = game_layer.game_state.current_temp * 2 - EMA_temp
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temp_acceleration = (2*(21 - currentBuilding.temperature)/(rounds_between_energy))
effectiveEnergyIn = ((temp_acceleration - 0.04 * currentBuilding.current_pop + (currentBuilding.temperature - outDoorTemp) * blueprint.emissivity) / 0.75) + blueprint.base_energy_need
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if effectiveEnergyIn > blueprint.base_energy_need:
game_layer.adjust_energy_level((currentBuilding.X, currentBuilding.Y), effectiveEnergyIn)
elif effectiveEnergyIn < blueprint.base_energy_need:
game_layer.adjust_energy_level((currentBuilding.X, currentBuilding.Y), blueprint.base_energy_need + 0.01)
else:
print("you did it!")
game_layer.wait()
def optimizeAvailableTiles():
#hitta #utilities antal bästa platser i mitten av smeten och sätt de först, sätt allt runt dem i ordning så närmast är längst fram i listan
pass
def something_needs_attention():
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print("Checking for emergencies")
global building_under_construction
global edit_temp
global maintain
state = game_layer.game_state
#check if temp needs adjusting
edit_temp = (False, 0)
for i in range(len(state.residences)):
if (state.turn % rounds_between_energy == i) and not state.residences[i].build_progress < 100:
edit_temp = (True, i)
#check if need for maintainance
maintain = (False, 0)
for i in range(len(state.residences)):
if state.residences[i].health < 41+rounds_between_energy*game_layer.get_residence_blueprint(state.residences[i].building_name).decay_rate:
maintain = (True, i)
if maintain[0]:
game_layer.maintenance((state.residences[maintain[1]].X, state.residences[maintain[1]].Y))
return True
elif edit_temp[0]: #adjust temp of building
adjustEnergy(state.residences[edit_temp[1]])
return True
elif building_under_construction is not None: #finish construction
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if (len(game_layer.game_state.residences) >= building_under_construction[2]) and (game_layer.game_state.residences[building_under_construction[2]].build_progress < 100):
game_layer.build((building_under_construction[0], building_under_construction[1]))
return True
elif (len(game_layer.game_state.utilities)-1 >= building_under_construction[2]) and (game_layer.game_state.utilities[building_under_construction[2]].build_progress < 100):
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game_layer.build((building_under_construction[0], building_under_construction[1]))
return True
else:
building_under_construction = None
return False
else:
return False
def develop_society():
state = game_layer.game_state
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if len(state.residences) < 5:
build("Apartments")
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elif len(state.utilities) < 1:
build("WindTurbine")
elif state.funds > 25000 and len(game_layer.game_state.residences) < 11:
build("HighRise")
else:
game_layer.wait()
def build(structure):
print("Building " + structure)
state = game_layer.game_state
global building_under_construction
global rounds_between_energy
for i in range(len(availableTiles)):
if isinstance(availableTiles[i], tuple):
game_layer.place_foundation(availableTiles[i], structure)
for building in state.available_residence_buildings:
if structure in building.building_name:
for j in range(len(state.residences)):
building = state.residences[j]
coords_to_check = (building.X, building.Y)
if coords_to_check == availableTiles[i]:
availableTiles[i] = building
building_under_construction = (building.X, building.Y, j)
rounds_between_energy = len(state.residences)+2
return True
for building in state.available_utility_buildings:
if structure in building.building_name:
for j in range(len(state.utilities)):
building = state.utilities[j]
coords_to_check = (building.X, building.Y)
if coords_to_check == availableTiles[i]:
availableTiles[i] = building
building_under_construction = (building.X, building.Y, j)
rounds_between_energy = len(state.residences)+2
return True
return False
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if __name__ == "__main__":
main()