clear junk and remove some soft warnings

This commit is contained in:
Thefeli73 2020-10-08 00:27:31 +02:00
parent d25f6f2ac1
commit 2c3d4897e7

37
main.py
View File

@ -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: