From 2c3d4897e7e98057427823e75296649584ed06c7 Mon Sep 17 00:00:00 2001 From: Thefeli73 Date: Thu, 8 Oct 2020 00:27:31 +0200 Subject: [PATCH] clear junk and remove some soft warnings --- main.py | 37 ++++++++++++++++++++++--------------- 1 file changed, 22 insertions(+), 15 deletions(-) diff --git a/main.py b/main.py index 2de8f1e..8a19ddb 100644 --- a/main.py +++ b/main.py @@ -18,6 +18,16 @@ time_until_run_ends = 90 money_reserve_multiplier = 0 temp_acc_multiplier = 1.125 +# vars +EMA_temp = none +rounds_between_energy = none +building_under_construction = none +available_tiles = none +state = none +queue_timeout = none +edit_temp = none +maintain = none + def main(): global EMA_temp, rounds_between_energy, building_under_construction, available_tiles, state, queue_timeout @@ -95,7 +105,7 @@ def develop_society(): elif (current_tot_pop() - max_tot_pop() + state.housing_queue) > 15 and queue_timeout <= 0: build_residence_score = 1000 elif best_residence: - build_residence_score = best_residence[0] # * (state.housing_queue / (15 * queue_timeout)) + build_residence_score = best_residence[0] # upgrade_residence_score = 0 # @@ -105,13 +115,13 @@ def develop_society(): if best_upgrade: build_upgrade_score = best_upgrade[0] - decision = [ ('build_residence', build_residence_score), ('upgrade_residence', upgrade_residence_score), ('build_utility', build_utility_score), ('build_upgrade', build_upgrade_score) ] + def sort_key(e): return e[1] decision.sort(reverse=True, key=sort_key) @@ -142,7 +152,6 @@ def develop_society(): return False - def something_needs_attention(): global building_under_construction, edit_temp, maintain, state, rounds_between_energy @@ -152,7 +161,7 @@ def something_needs_attention(): maintain = (False, 0) for i in range(len(state.residences)): blueprint = game_layer.get_residence_blueprint(state.residences[i].building_name) - if state.residences[i].health < 40+(max(((blueprint.maintenance_cost- state.funds) / (1+total_income())), 1) * blueprint.decay_rate): + if state.residences[i].health < 40+(max(((blueprint.maintenance_cost - state.funds) / (1+total_income())), 1) * blueprint.decay_rate): maintain = (True, i) if (state.turn % rounds_between_energy == i) and not state.residences[i].build_progress < 100: edit_temp = (True, i) @@ -242,7 +251,6 @@ def calculate_best_upgrade(current_building): lifetime_energy = (base_energy_need + effect.base_energy_mwh_increase + average_heating_energy - effect.mwh_production) * rounds_left old_lifetime_energy = (base_energy_need + old_average_heating_energy) * rounds_left - upgrade_co2 = (effect.co2_per_pop_increase * 0.03) * current_pop * rounds_left + (0.1 * lifetime_energy / 1000) old_co2 = 0.03 * current_pop * rounds_left + (0.1 * old_lifetime_energy / 1000) co2 = upgrade_co2 - old_co2 @@ -335,9 +343,9 @@ def number_of_distinct_residences(new_building): global state unique_names = [] for residence in state.residences: - if not residence.building_name in unique_names: + if residence.building_name not in unique_names: unique_names.append(residence.building_name) - if not new_building in unique_names: + if new_building not in unique_names: unique_names.append(new_building) return len(unique_names), True return len(unique_names), False @@ -361,14 +369,13 @@ def tile_score(tile, radius, effect): delta_x = abs(tile[0] - residence.X) delta_y = abs(tile[1] - residence.Y) distance = delta_x + delta_y - if (distance <= radius) and not effect in residence.effects: + if (distance <= radius) and effect not in residence.effects: affected_people += residence.current_pop affected_buildings += 1 return affected_people, affected_buildings def optimize_available_tiles(): - global average_x, average_y, score_list average_x = 0 average_y = 0 score_list = [] @@ -399,15 +406,15 @@ def adjust_energy(current_building): if "Insulation" in current_building.effects: emissivity *= 0.6 - outDoorTemp = state.current_temp * 2 - EMA_temp - temp_acceleration = (2*(21 - current_building.temperature)/(rounds_between_energy)) * temp_acc_multiplier + out_door_temp = state.current_temp * 2 - EMA_temp + temp_acceleration = (2*(21 - current_building.temperature)/rounds_between_energy) * temp_acc_multiplier - effectiveEnergyIn = ((temp_acceleration - 0.04 * current_building.current_pop + (current_building.temperature - outDoorTemp) * emissivity) / 0.75) + base_energy + effective_energy_in = ((temp_acceleration - 0.04 * current_building.current_pop + (current_building.temperature - out_door_temp) * emissivity) / 0.75) + base_energy - if effectiveEnergyIn > base_energy: - game_layer.adjust_energy_level((current_building.X, current_building.Y), effectiveEnergyIn) + if effective_energy_in > base_energy: + game_layer.adjust_energy_level((current_building.X, current_building.Y), effective_energy_in) return True - elif effectiveEnergyIn < base_energy: + elif effective_energy_in < base_energy: game_layer.adjust_energy_level((current_building.X, current_building.Y), base_energy + 0.01) return True else: