clear junk and remove some soft warnings
This commit is contained in:
parent
d25f6f2ac1
commit
2c3d4897e7
37
main.py
37
main.py
@ -18,6 +18,16 @@ time_until_run_ends = 90
|
|||||||
money_reserve_multiplier = 0
|
money_reserve_multiplier = 0
|
||||||
temp_acc_multiplier = 1.125
|
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():
|
def main():
|
||||||
global EMA_temp, rounds_between_energy, building_under_construction, available_tiles, state, queue_timeout
|
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:
|
elif (current_tot_pop() - max_tot_pop() + state.housing_queue) > 15 and queue_timeout <= 0:
|
||||||
build_residence_score = 1000
|
build_residence_score = 1000
|
||||||
elif best_residence:
|
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
|
upgrade_residence_score = 0
|
||||||
#
|
#
|
||||||
@ -105,13 +115,13 @@ def develop_society():
|
|||||||
if best_upgrade:
|
if best_upgrade:
|
||||||
build_upgrade_score = best_upgrade[0]
|
build_upgrade_score = best_upgrade[0]
|
||||||
|
|
||||||
|
|
||||||
decision = [
|
decision = [
|
||||||
('build_residence', build_residence_score),
|
('build_residence', build_residence_score),
|
||||||
('upgrade_residence', upgrade_residence_score),
|
('upgrade_residence', upgrade_residence_score),
|
||||||
('build_utility', build_utility_score),
|
('build_utility', build_utility_score),
|
||||||
('build_upgrade', build_upgrade_score)
|
('build_upgrade', build_upgrade_score)
|
||||||
]
|
]
|
||||||
|
|
||||||
def sort_key(e):
|
def sort_key(e):
|
||||||
return e[1]
|
return e[1]
|
||||||
decision.sort(reverse=True, key=sort_key)
|
decision.sort(reverse=True, key=sort_key)
|
||||||
@ -142,7 +152,6 @@ def develop_society():
|
|||||||
return False
|
return False
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
def something_needs_attention():
|
def something_needs_attention():
|
||||||
global building_under_construction, edit_temp, maintain, state, rounds_between_energy
|
global building_under_construction, edit_temp, maintain, state, rounds_between_energy
|
||||||
|
|
||||||
@ -152,7 +161,7 @@ def something_needs_attention():
|
|||||||
maintain = (False, 0)
|
maintain = (False, 0)
|
||||||
for i in range(len(state.residences)):
|
for i in range(len(state.residences)):
|
||||||
blueprint = game_layer.get_residence_blueprint(state.residences[i].building_name)
|
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)
|
maintain = (True, i)
|
||||||
if (state.turn % rounds_between_energy == i) and not state.residences[i].build_progress < 100:
|
if (state.turn % rounds_between_energy == i) and not state.residences[i].build_progress < 100:
|
||||||
edit_temp = (True, i)
|
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
|
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
|
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)
|
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)
|
old_co2 = 0.03 * current_pop * rounds_left + (0.1 * old_lifetime_energy / 1000)
|
||||||
co2 = upgrade_co2 - old_co2
|
co2 = upgrade_co2 - old_co2
|
||||||
@ -335,9 +343,9 @@ def number_of_distinct_residences(new_building):
|
|||||||
global state
|
global state
|
||||||
unique_names = []
|
unique_names = []
|
||||||
for residence in state.residences:
|
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)
|
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)
|
unique_names.append(new_building)
|
||||||
return len(unique_names), True
|
return len(unique_names), True
|
||||||
return len(unique_names), False
|
return len(unique_names), False
|
||||||
@ -361,14 +369,13 @@ def tile_score(tile, radius, effect):
|
|||||||
delta_x = abs(tile[0] - residence.X)
|
delta_x = abs(tile[0] - residence.X)
|
||||||
delta_y = abs(tile[1] - residence.Y)
|
delta_y = abs(tile[1] - residence.Y)
|
||||||
distance = delta_x + delta_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_people += residence.current_pop
|
||||||
affected_buildings += 1
|
affected_buildings += 1
|
||||||
return affected_people, affected_buildings
|
return affected_people, affected_buildings
|
||||||
|
|
||||||
|
|
||||||
def optimize_available_tiles():
|
def optimize_available_tiles():
|
||||||
global average_x, average_y, score_list
|
|
||||||
average_x = 0
|
average_x = 0
|
||||||
average_y = 0
|
average_y = 0
|
||||||
score_list = []
|
score_list = []
|
||||||
@ -399,15 +406,15 @@ def adjust_energy(current_building):
|
|||||||
if "Insulation" in current_building.effects:
|
if "Insulation" in current_building.effects:
|
||||||
emissivity *= 0.6
|
emissivity *= 0.6
|
||||||
|
|
||||||
outDoorTemp = state.current_temp * 2 - EMA_temp
|
out_door_temp = state.current_temp * 2 - EMA_temp
|
||||||
temp_acceleration = (2*(21 - current_building.temperature)/(rounds_between_energy)) * temp_acc_multiplier
|
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:
|
if effective_energy_in > base_energy:
|
||||||
game_layer.adjust_energy_level((current_building.X, current_building.Y), effectiveEnergyIn)
|
game_layer.adjust_energy_level((current_building.X, current_building.Y), effective_energy_in)
|
||||||
return True
|
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)
|
game_layer.adjust_energy_level((current_building.X, current_building.Y), base_energy + 0.01)
|
||||||
return True
|
return True
|
||||||
else:
|
else:
|
||||||
|
Reference in New Issue
Block a user