lek med energy formel rounds between energy
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0c2acdd0b1
commit
0c49a3fb37
34
main.py
34
main.py
@ -14,6 +14,8 @@ game_layer = GameLayer(api_key)
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state = game_layer.game_state
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state = game_layer.game_state
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usePrebuiltStrategy = False
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usePrebuiltStrategy = False
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timeUntilRunEnds = 50
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timeUntilRunEnds = 50
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rounds_between_energy = 7
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def main():
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def main():
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@ -108,18 +110,18 @@ def linus_take_turn():
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#elif (state.utilities[1].build_progress < 100):
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#elif (state.utilities[1].build_progress < 100):
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# game_layer.build((4,6))
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# game_layer.build((4,6))
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elif (game_layer.game_state.turn % 10 == 0):
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elif (game_layer.game_state.turn % rounds_between_energy == 0):
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adjustEnergy(the_first_residence, 21)
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adjustEnergy(the_first_residence)
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elif (game_layer.game_state.turn % 5 == 0):
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elif (game_layer.game_state.turn % rounds_between_energy == 1):
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adjustEnergy(the_second_residence, 21)
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adjustEnergy(the_second_residence)
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elif (game_layer.game_state.turn % 5 == 1):
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elif (game_layer.game_state.turn % rounds_between_energy == 2):
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adjustEnergy(the_third_residence, 21)
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adjustEnergy(the_third_residence)
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elif (game_layer.game_state.turn % 5 == 2):
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elif (game_layer.game_state.turn % rounds_between_energy == 3):
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adjustEnergy(the_fourth_residence, 21)
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adjustEnergy(the_fourth_residence)
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elif (game_layer.game_state.turn % 5 == 3):
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elif (game_layer.game_state.turn % rounds_between_energy == 4):
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adjustEnergy(the_fifth_residence, 21)
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adjustEnergy(the_fifth_residence)
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elif (game_layer.game_state.turn % 5 == 4):
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elif (game_layer.game_state.turn % rounds_between_energy == 5):
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adjustEnergy(the_sixth_residence, 21)
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adjustEnergy(the_sixth_residence)
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else:
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else:
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# messages and errors for console log
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# messages and errors for console log
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game_layer.wait()
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game_layer.wait()
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@ -189,12 +191,14 @@ def chartMap():
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if state.map[x][y] == 0:
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if state.map[x][y] == 0:
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availableTiles.append((x, y))
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availableTiles.append((x, y))
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def adjustEnergy(currentBuilding, newTemp):
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def adjustEnergy(currentBuilding):
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global rounds_between_engery
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blueprint = game_layer.get_residence_blueprint(currentBuilding.building_name)
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blueprint = game_layer.get_residence_blueprint(currentBuilding.building_name)
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outDoorTemp = game_layer.game_state.current_temp
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outDoorTemp = game_layer.game_state.current_temp
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effectiveEnergyIn = ((newTemp - currentBuilding.temperature - 0.04 * currentBuilding.current_pop + (currentBuilding.temperature - outDoorTemp)* 2 * blueprint.emissivity) / 0.75) + blueprint.base_energy_need
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temp_acceleration = (2*(21 - currentBuilding.temperature)/(rounds_between_energy**2))
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effectiveEnergyIn /= 1.7
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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:
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if effectiveEnergyIn > blueprint.base_energy_need:
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game_layer.adjust_energy_level((currentBuilding.X, currentBuilding.Y), effectiveEnergyIn)
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game_layer.adjust_energy_level((currentBuilding.X, currentBuilding.Y), effectiveEnergyIn)
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