diff --git a/main.py b/main.py index 0ab3454..24846f9 100644 --- a/main.py +++ b/main.py @@ -194,42 +194,6 @@ def take_turn(): for error in game_layer.game_state.errors: print("Error: " + error) - -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 - - def something_needs_attention(): print("Checking for emergencies") global building_under_construction @@ -279,6 +243,42 @@ def develop_society(): else: game_layer.wait() +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 + + + def build(structure): print("Building " + structure) state = game_layer.game_state