flytta upp dev society & need attention i koden

This commit is contained in:
Thefeli73 2020-10-05 16:41:09 +02:00
parent 0833b843a3
commit 143a5dbecf

72
main.py
View File

@ -194,42 +194,6 @@ def take_turn():
for error in game_layer.game_state.errors: for error in game_layer.game_state.errors:
print("Error: " + error) 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(): def something_needs_attention():
print("Checking for emergencies") print("Checking for emergencies")
global building_under_construction global building_under_construction
@ -279,6 +243,42 @@ def develop_society():
else: else:
game_layer.wait() 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): def build(structure):
print("Building " + structure) print("Building " + structure)
state = game_layer.game_state state = game_layer.game_state