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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 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
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def main():
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#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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while game_layer.game_state.turn < game_layer.game_state.max_turns:
try:
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linus_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"]))
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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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#print(mylist)
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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[5].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[5].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 % 10 == 0):
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adjustEnergy(the_first_residence, 21)
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elif (game_layer.game_state.turn % 5 == 0):
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adjustEnergy(the_second_residence, 21)
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elif (game_layer.game_state.turn % 5 == 1):
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adjustEnergy(the_third_residence, 21)
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elif (game_layer.game_state.turn % 5 == 2):
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adjustEnergy(the_fourth_residence, 21)
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elif (game_layer.game_state.turn % 5 == 3):
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adjustEnergy(the_fifth_residence, 21)
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elif (game_layer.game_state.turn % 5 == 4):
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adjustEnergy(the_sixth_residence, 21)
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
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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():
availableTiles = []
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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if __name__ == "__main__":
main()