decision logic, income, best upgrade/residence functions
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parent
9ae3b54c41
commit
1bb5ba898d
124
main.py
124
main.py
@ -13,6 +13,7 @@ game_layer = GameLayer(api_key)
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# settings
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# settings
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time_until_run_ends = 70
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time_until_run_ends = 70
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utilities = 3
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utilities = 3
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money_reserve_multiplier = 1.5
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def main():
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def main():
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@ -118,12 +119,12 @@ def develop_society():
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# priority scores, 1 = very urgent, 0 = not urgent at all
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# priority scores, 1 = very urgent, 0 = not urgent at all
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# queue modifier * funds modifier * existing houses modifier
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# queue modifier * funds modifier * existing houses modifier
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build_residence_score = (state.housing_queue / (15 * queue_timeout)) * (1 - (7500 / state.funds)) * (1 - (len(state.residences) / (len(available_tiles)-utilities)))
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build_residence_score = (state.housing_queue / (15 * queue_timeout)) * (1 - (7500 / (1 + state.funds))) * (1 - (len(state.residences) / (1 + len(available_tiles) - utilities)))
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upgrade_residence_score = 0
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upgrade_residence_score = 0
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# existing houses modifier * funds modifier * existing utilities modifier
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# existing houses modifier * funds modifier * existing utilities modifier
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build_utility_score = (len(state.residences) / (len(available_tiles)-utilities)) * (1 - (16000 / state.funds)) * (1 - (len(state.utilities) / utilities))
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build_utility_score = (len(state.residences) / (1 + len(available_tiles)-utilities)) * (1 - (16000 / (1 + state.funds))) * (1 - (len(state.utilities) / utilities))
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# turn modifier * funds modifier
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# turn modifier * funds modifier
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build_upgrade_score = (1 - (state.turn / 700)) * (2 - (15000 / state.funds))
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build_upgrade_score = (1 - (state.turn / 700)) * (2 - (15000 / (1 + state.funds)))
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if len(state.residences) < 1:
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if len(state.residences) < 1:
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build_residence_score = 100
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build_residence_score = 100
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@ -137,28 +138,35 @@ def develop_society():
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def sort_key(e):
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def sort_key(e):
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return e[1]
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return e[1]
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decision.sort(reverse=True, key=sort_key)
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decision.sort(reverse=True, key=sort_key)
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print(decision)
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for i in range(4):
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for i in range(4):
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if decision[0][0] == "build_residence": # build housing
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if decision[0][0] == "build_residence": # build housing
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queue_timeout = 5
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queue_timeout = 5
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if len(state.residences) < len(state.available_residence_buildings):
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#if len(state.residences) < len(state.available_residence_buildings):
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return build(state.available_residence_buildings[len(state.residences)].building_name)
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# return build(state.available_residence_buildings[len(state.residences)].building_name)
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else:
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#else:
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calculate_residence_score()
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cbr = calculate_best_residence()
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if cbr:
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return build(cbr[1])
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if decision[0][0] == "build_utility": # build utilities
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if decision[0][0] == "build_utility": # build utilities
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return build("WindTurbine")
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#return build("WindTurbine")
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pass
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if decision[0][0] == "upgrade_residence": # build utilities
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if decision[0][0] == "upgrade_residence": # build utilities
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pass
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pass
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if decision[0][0] == "build_upgrade": # build upgrades
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if decision[0][0] == "build_upgrade": # build upgrades
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for i in range(6):
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for residence in state.residences:
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for residence in state.residences:
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if state.available_upgrades[i].name not in residence.effects:
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if state.available_upgrades[0].name not in residence.effects and (money_reserve_multiplier*3500 < state.funds) and ((total_income() - 6) > 50):
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game_layer.buy_upgrade((residence.X, residence.Y), state.available_upgrades[i].name)
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game_layer.buy_upgrade((residence.X, residence.Y), state.available_upgrades[0].name)
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return True
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if state.available_upgrades[5].name not in residence.effects and (money_reserve_multiplier*1250 < state.funds):
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game_layer.buy_upgrade((residence.X, residence.Y), state.available_upgrades[5].name)
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return True
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gbp = get_best_upgrade()
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if gbp:
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game_layer.buy_upgrade((gbp[2].X, gbp[2].Y), gbp[1])
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return True
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return True
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del decision[0]
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del decision[0]
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return False
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return False
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@ -199,6 +207,94 @@ def something_needs_attention():
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return False
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return False
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def total_income():
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global state
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income = 0
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for residence in state.residences:
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income += game_layer.get_residence_blueprint(residence.building_name).income_per_pop * residence.current_pop
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return income
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def get_best_upgrade():
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global state
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best_upgrade = []
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for residence in state.residences:
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cbu = calculate_best_upgrade(residence)
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if cbu is not False:
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score = cbu[0]
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upgrade = cbu[1]
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best_upgrade.append((score, upgrade, residence))
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def sort_key(e):
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return e[0]
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best_upgrade.sort(reverse=True, key=sort_key)
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if not best_upgrade:
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return False
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return best_upgrade[0]
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def calculate_best_upgrade(current_building):
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global state
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rounds_left = 700 - state.turn
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current_pop = current_building.current_pop
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blueprint = game_layer.get_blueprint(current_building.building_name)
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base_energy_need = blueprint.base_energy_need
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best_upgrade = []
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for upgrade in state.available_upgrades:
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effect = game_layer.get_effect(upgrade.effect)
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if (upgrade.name not in current_building.effects) and ((total_income() + effect.building_income_increase) > 50) and (money_reserve_multiplier*upgrade.cost < state.funds):
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average_outdoor_temp = (state.max_temp - state.min_temp)/2
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average_heating_energy = (((21 - average_outdoor_temp) * blueprint.emissivity * effect.emissivity_multiplier) / 0.75)
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old_average_heating_energy = (((21 - average_outdoor_temp) * blueprint.emissivity) / 0.75)
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lifetime_energy = (base_energy_need + effect.base_energy_mwh_increase + average_heating_energy - effect.mwh_production) * rounds_left
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old_lifetime_energy = (base_energy_need + old_average_heating_energy) * rounds_left
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upgrade_co2 = (effect.co2_per_pop_increase * 0.03) * current_pop * rounds_left + (0.1 * lifetime_energy / 1000)
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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 * rounds_left
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score = max_happiness/10 - co2
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best_upgrade.append((score, upgrade.name))
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def sort_key(e):
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return e[0]
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best_upgrade.sort(reverse=True, key=sort_key)
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if not best_upgrade:
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return False
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return best_upgrade[0]
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def calculate_best_residence():
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global state
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rounds_left = 700 - state.turn
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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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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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lifetime_energy = (residence_blueprint.base_energy_need + average_heating_energy) * rounds_left
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co2 = 0.03 * residence_blueprint.max_pop * rounds_left + residence_blueprint.co2_cost + (0.1 * lifetime_energy / 1000)
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max_happiness = residence_blueprint.max_happiness * rounds_left
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score = residence_blueprint.max_pop*15 + max_happiness/10 - co2
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best_residence.append((score, residence_blueprint.building_name))
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def sort_key(e):
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return e[0]
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best_residence.sort(reverse=True, key=sort_key)
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if not best_residence:
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return False
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return best_residence[0]
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def chart_map():
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def chart_map():
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global state
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global state
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for x in range(len(state.map) - 1):
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for x in range(len(state.map) - 1):
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