2020-09-27 16:53:45 +02:00
|
|
|
# import api
|
2020-10-03 16:08:12 +02:00
|
|
|
import time
|
2020-10-03 17:50:00 +02:00
|
|
|
import sys
|
2020-10-03 16:08:12 +02:00
|
|
|
from sys import exit
|
2020-09-27 13:46:19 +02:00
|
|
|
from game_layer import GameLayer
|
2020-10-04 03:15:32 +02:00
|
|
|
import game_state
|
2020-10-03 19:34:41 +02:00
|
|
|
import traceback
|
|
|
|
|
2020-09-27 16:53:45 +02:00
|
|
|
api_key = "74e3998d-ed3d-4d46-9ea8-6aab2efd8ae3"
|
2020-09-27 13:46:19 +02:00
|
|
|
# The different map names can be found on considition.com/rules
|
2020-09-27 16:53:45 +02:00
|
|
|
map_name = "training1" # TODO: You map choice here. If left empty, the map "training1" will be selected.
|
2020-09-27 13:46:19 +02:00
|
|
|
|
2020-09-27 14:45:23 +02:00
|
|
|
game_layer = GameLayer(api_key)
|
2020-10-03 19:30:14 +02:00
|
|
|
state = game_layer.game_state
|
2020-10-03 19:34:41 +02:00
|
|
|
usePrebuiltStrategy = False
|
2020-10-04 13:01:13 +02:00
|
|
|
timeUntilRunEnds = 50
|
2020-10-04 15:38:12 +02:00
|
|
|
rounds_between_energy = 5
|
2020-10-04 03:15:32 +02:00
|
|
|
utilities = 3
|
|
|
|
|
2020-10-04 14:23:50 +02:00
|
|
|
EMA_temp = None
|
2020-10-04 05:00:23 +02:00
|
|
|
building_under_construction = None
|
2020-10-04 03:15:32 +02:00
|
|
|
availableTiles = []
|
2020-09-27 13:46:19 +02:00
|
|
|
|
|
|
|
|
|
|
|
def main():
|
2020-10-03 16:08:12 +02:00
|
|
|
#game_layer.force_end_game()
|
2020-09-27 13:46:19 +02:00
|
|
|
game_layer.new_game(map_name)
|
|
|
|
print("Starting game: " + game_layer.game_state.game_id)
|
|
|
|
game_layer.start_game()
|
2020-10-03 16:08:12 +02:00
|
|
|
# exit game after timeout
|
|
|
|
start_time = time.time()
|
2020-10-03 20:06:28 +02:00
|
|
|
chartMap()
|
2020-10-04 14:23:50 +02:00
|
|
|
global EMA_temp
|
2020-09-27 13:46:19 +02:00
|
|
|
while game_layer.game_state.turn < game_layer.game_state.max_turns:
|
2020-10-03 17:50:00 +02:00
|
|
|
try:
|
2020-10-04 14:23:50 +02:00
|
|
|
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)
|
2020-10-04 15:38:12 +02:00
|
|
|
take_turn()
|
2020-10-03 17:50:00 +02:00
|
|
|
except:
|
2020-10-03 19:34:20 +02:00
|
|
|
print(traceback.format_exc())
|
2020-10-03 17:50:00 +02:00
|
|
|
game_layer.end_game()
|
|
|
|
exit()
|
2020-10-03 16:08:12 +02:00
|
|
|
time_diff = time.time() - start_time
|
2020-10-03 19:34:20 +02:00
|
|
|
if time_diff > timeUntilRunEnds:
|
2020-10-03 16:08:12 +02:00
|
|
|
game_layer.end_game()
|
|
|
|
exit()
|
2020-09-27 13:46:19 +02:00
|
|
|
print("Done with game: " + game_layer.game_state.game_id)
|
|
|
|
print("Final score was: " + str(game_layer.get_score()["finalScore"]))
|
2020-10-05 18:28:59 +02:00
|
|
|
return (game_layer.game_state.game_id, game_layer.get_score()["finalScore"])
|
2020-10-03 16:08:12 +02:00
|
|
|
|
2020-09-27 13:46:19 +02:00
|
|
|
def take_turn():
|
2020-10-03 19:34:20 +02:00
|
|
|
if not usePrebuiltStrategy:
|
2020-10-03 19:31:09 +02:00
|
|
|
# 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
|
2020-10-03 23:01:43 +02:00
|
|
|
if something_needs_attention():
|
|
|
|
pass
|
|
|
|
else:
|
|
|
|
develop_society()
|
2020-09-27 16:54:14 +02:00
|
|
|
# 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)
|
|
|
|
|
2020-10-03 16:08:12 +02:00
|
|
|
|
2020-09-27 16:54:14 +02:00
|
|
|
# pre-made test strategy
|
|
|
|
# which came with
|
|
|
|
# starter kit
|
2020-10-03 19:34:20 +02:00
|
|
|
if usePrebuiltStrategy:
|
2020-09-27 16:54:14 +02:00
|
|
|
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)
|
2020-09-27 13:46:19 +02:00
|
|
|
else:
|
2020-09-27 16:54:14 +02:00
|
|
|
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)
|
2020-09-27 13:46:19 +02:00
|
|
|
|
2020-10-05 16:43:52 +02:00
|
|
|
def develop_society():
|
|
|
|
state = game_layer.game_state
|
|
|
|
if len(state.residences) < 5:
|
|
|
|
build("Apartments")
|
|
|
|
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()
|
|
|
|
|
2020-10-03 23:01:43 +02:00
|
|
|
def something_needs_attention():
|
2020-10-04 05:00:23 +02:00
|
|
|
print("Checking for emergencies")
|
|
|
|
global building_under_construction
|
2020-10-04 15:38:12 +02:00
|
|
|
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
|
2020-10-04 17:52:27 +02:00
|
|
|
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):
|
2020-10-04 05:00:23 +02:00
|
|
|
game_layer.build((building_under_construction[0], building_under_construction[1]))
|
|
|
|
return True
|
|
|
|
else:
|
|
|
|
building_under_construction = None
|
|
|
|
return False
|
|
|
|
else:
|
|
|
|
return False
|
2020-10-03 23:01:43 +02:00
|
|
|
|
2020-10-05 16:41:09 +02:00
|
|
|
def chartMap():
|
|
|
|
state = game_layer.game_state
|
|
|
|
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))
|
|
|
|
optimizeAvailableTiles()
|
|
|
|
|
|
|
|
def adjustEnergy(currentBuilding):
|
|
|
|
global rounds_between_energy
|
|
|
|
global EMA_temp
|
|
|
|
blueprint = game_layer.get_residence_blueprint(currentBuilding.building_name)
|
|
|
|
outDoorTemp = game_layer.game_state.current_temp * 2 - EMA_temp
|
|
|
|
|
|
|
|
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
|
|
|
|
|
|
|
|
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
|
|
|
|
|
|
|
|
|
2020-10-04 03:17:11 +02:00
|
|
|
def build(structure):
|
|
|
|
print("Building " + structure)
|
|
|
|
state = game_layer.game_state
|
|
|
|
global building_under_construction
|
2020-10-04 15:38:12 +02:00
|
|
|
global rounds_between_energy
|
2020-10-04 03:17:11 +02:00
|
|
|
for i in range(len(availableTiles)):
|
|
|
|
if isinstance(availableTiles[i], tuple):
|
|
|
|
game_layer.place_foundation(availableTiles[i], structure)
|
2020-10-04 17:54:41 +02:00
|
|
|
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
|
2020-10-04 03:17:11 +02:00
|
|
|
|
2020-10-03 23:01:43 +02:00
|
|
|
|
2020-09-27 13:46:19 +02:00
|
|
|
if __name__ == "__main__":
|
|
|
|
main()
|