clear junk and remove some soft warnings
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parent
d25f6f2ac1
commit
2c3d4897e7
37
main.py
37
main.py
@ -18,6 +18,16 @@ 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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# vars
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EMA_temp = none
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rounds_between_energy = none
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building_under_construction = none
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available_tiles = none
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state = none
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queue_timeout = none
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edit_temp = none
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maintain = none
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def main():
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global EMA_temp, rounds_between_energy, building_under_construction, available_tiles, state, queue_timeout
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@ -95,7 +105,7 @@ def develop_society():
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elif (current_tot_pop() - max_tot_pop() + state.housing_queue) > 15 and queue_timeout <= 0:
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build_residence_score = 1000
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elif best_residence:
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build_residence_score = best_residence[0] # * (state.housing_queue / (15 * queue_timeout))
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build_residence_score = best_residence[0]
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#
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upgrade_residence_score = 0
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#
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@ -105,13 +115,13 @@ def develop_society():
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if best_upgrade:
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build_upgrade_score = best_upgrade[0]
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decision = [
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('build_residence', build_residence_score),
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('upgrade_residence', upgrade_residence_score),
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('build_utility', build_utility_score),
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('build_upgrade', build_upgrade_score)
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]
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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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@ -142,7 +152,6 @@ def develop_society():
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return False
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def something_needs_attention():
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global building_under_construction, edit_temp, maintain, state, rounds_between_energy
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@ -152,7 +161,7 @@ def something_needs_attention():
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maintain = (False, 0)
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for i in range(len(state.residences)):
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blueprint = game_layer.get_residence_blueprint(state.residences[i].building_name)
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if state.residences[i].health < 40+(max(((blueprint.maintenance_cost- state.funds) / (1+total_income())), 1) * blueprint.decay_rate):
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if state.residences[i].health < 40+(max(((blueprint.maintenance_cost - state.funds) / (1+total_income())), 1) * blueprint.decay_rate):
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maintain = (True, i)
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if (state.turn % rounds_between_energy == i) and not state.residences[i].build_progress < 100:
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edit_temp = (True, i)
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@ -242,7 +251,6 @@ def calculate_best_upgrade(current_building):
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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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@ -335,9 +343,9 @@ def number_of_distinct_residences(new_building):
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global state
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unique_names = []
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for residence in state.residences:
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if not residence.building_name in unique_names:
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if residence.building_name not in unique_names:
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unique_names.append(residence.building_name)
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if not new_building in unique_names:
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if new_building not in unique_names:
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unique_names.append(new_building)
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return len(unique_names), True
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return len(unique_names), False
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@ -361,14 +369,13 @@ def tile_score(tile, radius, effect):
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delta_x = abs(tile[0] - residence.X)
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delta_y = abs(tile[1] - residence.Y)
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distance = delta_x + delta_y
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if (distance <= radius) and not effect in residence.effects:
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if (distance <= radius) and effect not in residence.effects:
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affected_people += residence.current_pop
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affected_buildings += 1
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return affected_people, affected_buildings
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def optimize_available_tiles():
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global average_x, average_y, score_list
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average_x = 0
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average_y = 0
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score_list = []
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@ -399,15 +406,15 @@ def adjust_energy(current_building):
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if "Insulation" in current_building.effects:
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emissivity *= 0.6
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outDoorTemp = state.current_temp * 2 - EMA_temp
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temp_acceleration = (2*(21 - current_building.temperature)/(rounds_between_energy)) * temp_acc_multiplier
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out_door_temp = state.current_temp * 2 - EMA_temp
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temp_acceleration = (2*(21 - current_building.temperature)/rounds_between_energy) * temp_acc_multiplier
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effectiveEnergyIn = ((temp_acceleration - 0.04 * current_building.current_pop + (current_building.temperature - outDoorTemp) * emissivity) / 0.75) + base_energy
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effective_energy_in = ((temp_acceleration - 0.04 * current_building.current_pop + (current_building.temperature - out_door_temp) * emissivity) / 0.75) + base_energy
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if effectiveEnergyIn > base_energy:
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game_layer.adjust_energy_level((current_building.X, current_building.Y), effectiveEnergyIn)
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if effective_energy_in > base_energy:
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game_layer.adjust_energy_level((current_building.X, current_building.Y), effective_energy_in)
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return True
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elif effectiveEnergyIn < base_energy:
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elif effective_energy_in < base_energy:
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game_layer.adjust_energy_level((current_building.X, current_building.Y), base_energy + 0.01)
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return True
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else:
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