build residences near utilities
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parent
259fdc14e8
commit
21ef5b75da
30
main.py
30
main.py
@ -125,13 +125,16 @@ def develop_society():
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def sort_key(e):
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return e[1]
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decision.sort(reverse=True, key=sort_key)
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# print(decision)
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print(decision)
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if decision[0][1] >= 0:
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if decision[0][0] == "build_residence": # build housing
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if best_residence:
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queue_timeout = queue_reset
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return build(best_residence[1])
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if best_residence[2]:
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return build_place(best_residence[1], best_residence[2])
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else:
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return build(best_residence[1])
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if decision[0][0] == "build_utility": # build utilities
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if best_utility:
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return build_place(best_utility[1], best_utility[2])
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@ -329,7 +332,27 @@ def calculate_best_residence():
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score = residence_blueprint.max_pop*15 + max_happiness / 10 - co2 + diversity_bonus
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# score = score / residence_blueprint.cost
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best_residence.append((score, residence_blueprint.building_name))
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# calculate tiles near utils
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best_foundation_tile = []
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for i in range(len(available_tiles)):
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tile = available_tiles[i]
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if isinstance(tile, tuple):
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for utility in state.utilities:
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for effect_name in utility.effects:
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effect = game_layer.get_effect(effect_name)
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delta_x = abs(tile[0] - utility.X)
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delta_y = abs(tile[1] - utility.Y)
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distance = delta_x + delta_y
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if (distance <= effect.radius):
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best_foundation_tile.append((distance, i))
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def sort_key(e):
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return e[0]
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best_foundation_tile.sort(key=sort_key)
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if best_foundation_tile:
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best_residence.append((score, residence_blueprint.building_name, best_foundation_tile[0][1]))
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else:
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best_residence.append((score, residence_blueprint.building_name, False))
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def sort_key(e):
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return e[0]
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@ -431,6 +454,7 @@ 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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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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