minor changes

This commit is contained in:
Thefeli73 2020-10-08 02:50:05 +02:00
parent a7d1981d71
commit 1b298bb72f

20
main.py
View File

@ -12,15 +12,16 @@ api_key = "74e3998d-ed3d-4d46-9ea8-6aab2efd8ae3"
map_name = "training1" # TODO: You map choice here. If left empty, the map "training1" will be selected.
game_layer = GameLayer(api_key)
# settings
use_regulator = False
use_regulator = True
other_upgrade_threshold = 0.25
time_until_run_ends = 90
money_reserve_multiplier = 0
temp_acc_multiplier = 1.125
rounds_between_energy = 5
round_buffer = 0
# vars
EMA_temp = None
rounds_between_energy = 5
building_under_construction = None
available_tiles = []
state = None
@ -259,7 +260,8 @@ def calculate_best_upgrade(current_building):
old_co2 = 0.03 * current_pop * rounds_left + (0.1 * old_lifetime_energy / 1000)
co2 = upgrade_co2 - old_co2
max_happiness = effect.max_happiness_increase * current_pop * rounds_left
if "Charger" in current_building.effects and upgrade.name == "Mall.2":
co2 = 0
score = max_happiness/10 - co2
# score = score / upgrade.cost
best_upgrade.append((score, upgrade.name))
@ -273,12 +275,12 @@ def calculate_best_upgrade(current_building):
def calculate_best_utility():
global state, money_reserve_multiplier
global state, money_reserve_multiplier, round_buffer
best_utility = []
for utility_blueprint in state.available_utility_buildings:
if state.turn >= utility_blueprint.release_tick and (money_reserve_multiplier*utility_blueprint.cost < state.funds):
rounds_left = 700 - state.turn - (100 / utility_blueprint.build_speed)
rounds_left = 700 - state.turn - (100 / utility_blueprint.build_speed) - round_buffer
for i in range(len(available_tiles)):
if isinstance(available_tiles[i], tuple):
@ -306,12 +308,12 @@ def calculate_best_utility():
def calculate_best_residence():
global state, money_reserve_multiplier
global state, money_reserve_multiplier, round_buffer
best_residence = []
for residence_blueprint in state.available_residence_buildings:
if state.turn >= residence_blueprint.release_tick and (money_reserve_multiplier*residence_blueprint.cost < state.funds):
rounds_left = 700 - state.turn - (100 / residence_blueprint.build_speed)
rounds_left = 700 - state.turn - (100 / residence_blueprint.build_speed) - round_buffer
average_outdoor_temp = (state.max_temp - state.min_temp)/2
average_heating_energy = ((0 - 0.04 * residence_blueprint.max_pop + (21 - average_outdoor_temp) * residence_blueprint.emissivity) / 0.75)
@ -455,7 +457,7 @@ def build_place(structure, i):
if coords_to_check == available_tiles[i]:
available_tiles[i] = building
building_under_construction = (building.X, building.Y, j)
rounds_between_energy = len(state.residences)+2
rounds_between_energy = len(state.residences)+1
return True
for j in range(len(state.utilities)):
building = state.utilities[j]
@ -478,7 +480,7 @@ def build(structure):
if coords_to_check == available_tiles[i]:
available_tiles[i] = building
building_under_construction = (building.X, building.Y, j)
rounds_between_energy = len(state.residences)+2
rounds_between_energy = len(state.residences)+1
return True
for j in range(len(state.utilities)):
building = state.utilities[j]