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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 = 70
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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()
optimizeAvailableTiles()
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while game_layer.game_state.turn < game_layer.game_state.max_turns:
try:
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take_turn()
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except Exception:
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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
for i in range(len(state.map)-1):
for j in range(len(state.map)-1):
if state.map[i][j] == 0:
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freeSpace.append((i,j))
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#print(mylist)
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])
if len(state.residences)==1:
game_layer.place_foundation(freeSpace[3], game_layer.game_state.available_residence_buildings[4].building_name)
the_second_residence = state.residences[1]
if the_second_residence.build_progress < 100:
game_layer.build(freeSpace[3])
elif the_first_residence.health < 70:
game_layer.maintenance(freeSpace[2])
elif the_second_residence.health < 70:
game_layer.maintenance(freeSpace[3])
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])
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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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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def optimizeAvailableTiles():
pass
def adjustEnergy(current_building, target_temp):
current_blueprint = game_layer.get_residence_blueprint(current_building.building_name)
base_energy_need = current_blueprint.base_energy_need
indoor_temp = current_building.temperature
degrees_per_pop = 0.04
current_pop = current_building.current_pop
outdoor_temp = game_layer.game_state.current_temp
emissivity = current_blueprint.emissivity
degrees_per_excess_mwh = 0.75
effective_energy_in = -1 * (base_energy_need + (indoor_temp + degrees_per_pop * current_pop - (indoor_temp - outdoor_temp) * emissivity - target_temp)/degrees_per_excess_mwh)
game_layer.adjust_energy_level((current_building.X, current_building.Y), effective_energy_in)
def something_needs_attention():
pass
def develop_society():
pass
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if __name__ == "__main__":
main()