minor changes
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20
main.py
20
main.py
@ -12,15 +12,16 @@ api_key = "74e3998d-ed3d-4d46-9ea8-6aab2efd8ae3"
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map_name = "training1" # TODO: You map choice here. If left empty, the map "training1" will be selected.
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game_layer = GameLayer(api_key)
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# settings
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use_regulator = False
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use_regulator = True
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other_upgrade_threshold = 0.25
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time_until_run_ends = 90
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money_reserve_multiplier = 0
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temp_acc_multiplier = 1.125
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rounds_between_energy = 5
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round_buffer = 0
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# vars
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EMA_temp = None
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rounds_between_energy = 5
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building_under_construction = None
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available_tiles = []
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state = None
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@ -259,7 +260,8 @@ def calculate_best_upgrade(current_building):
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old_co2 = 0.03 * current_pop * rounds_left + (0.1 * old_lifetime_energy / 1000)
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co2 = upgrade_co2 - old_co2
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max_happiness = effect.max_happiness_increase * current_pop * rounds_left
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if "Charger" in current_building.effects and upgrade.name == "Mall.2":
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co2 = 0
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score = max_happiness/10 - co2
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# score = score / upgrade.cost
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best_upgrade.append((score, upgrade.name))
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@ -273,12 +275,12 @@ def calculate_best_upgrade(current_building):
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def calculate_best_utility():
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global state, money_reserve_multiplier
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global state, money_reserve_multiplier, round_buffer
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best_utility = []
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for utility_blueprint in state.available_utility_buildings:
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if state.turn >= utility_blueprint.release_tick and (money_reserve_multiplier*utility_blueprint.cost < state.funds):
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rounds_left = 700 - state.turn - (100 / utility_blueprint.build_speed)
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rounds_left = 700 - state.turn - (100 / utility_blueprint.build_speed) - round_buffer
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for i in range(len(available_tiles)):
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if isinstance(available_tiles[i], tuple):
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@ -306,12 +308,12 @@ def calculate_best_utility():
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def calculate_best_residence():
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global state, money_reserve_multiplier
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global state, money_reserve_multiplier, round_buffer
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best_residence = []
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for residence_blueprint in state.available_residence_buildings:
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if state.turn >= residence_blueprint.release_tick and (money_reserve_multiplier*residence_blueprint.cost < state.funds):
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rounds_left = 700 - state.turn - (100 / residence_blueprint.build_speed)
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rounds_left = 700 - state.turn - (100 / residence_blueprint.build_speed) - round_buffer
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average_outdoor_temp = (state.max_temp - state.min_temp)/2
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average_heating_energy = ((0 - 0.04 * residence_blueprint.max_pop + (21 - average_outdoor_temp) * residence_blueprint.emissivity) / 0.75)
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@ -455,7 +457,7 @@ def build_place(structure, i):
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if coords_to_check == available_tiles[i]:
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available_tiles[i] = building
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building_under_construction = (building.X, building.Y, j)
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rounds_between_energy = len(state.residences)+2
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rounds_between_energy = len(state.residences)+1
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return True
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for j in range(len(state.utilities)):
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building = state.utilities[j]
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@ -478,7 +480,7 @@ def build(structure):
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if coords_to_check == available_tiles[i]:
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available_tiles[i] = building
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building_under_construction = (building.X, building.Y, j)
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rounds_between_energy = len(state.residences)+2
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rounds_between_energy = len(state.residences)+1
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return True
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for j in range(len(state.utilities)):
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building = state.utilities[j]
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