This commit is contained in:
Thefeli73 2020-10-08 04:44:03 +02:00
parent 38a3ea5e2e
commit 3271e4be56

14
main.py
View File

@ -15,7 +15,7 @@ game_layer = GameLayer(api_key)
use_regulator = False # turns on if map max temp >21c use_regulator = False # turns on if map max temp >21c
other_upgrade_threshold = 0.5 other_upgrade_threshold = 0.5
time_until_run_ends = 90 time_until_run_ends = 90
money_reserve_multiplier = 0 money_reserve_multiplier = 0.5
temp_acc_multiplier = 1.125 temp_acc_multiplier = 1.125
rounds_between_energy = 5 rounds_between_energy = 5
round_buffer = 78 round_buffer = 78
@ -47,7 +47,7 @@ def main():
start_time = time.time() start_time = time.time()
state = game_layer.game_state state = game_layer.game_state
chart_map() chart_map()
if state.max_temp >21: if state.max_temp > 21:
use_regulator = True use_regulator = True
while state.turn < state.max_turns: while state.turn < state.max_turns:
state = game_layer.game_state state = game_layer.game_state
@ -108,15 +108,15 @@ def develop_society():
build_residence_score = 0 build_residence_score = 0
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 and best_residence[0] > 0:
build_residence_score = best_residence[0] build_residence_score = best_residence[0]
# #
upgrade_residence_score = 0 upgrade_residence_score = 0
# #
if best_utility: if best_utility and best_utility[0] > 0:
build_utility_score = best_utility[0] build_utility_score = best_utility[0]
# #
if best_upgrade: if best_upgrade and best_upgrade[0] > 0:
build_upgrade_score = best_upgrade[0] build_upgrade_score = best_upgrade[0]
decision = [ decision = [
@ -252,8 +252,8 @@ def calculate_best_upgrade(current_building):
if (upgrade.name not in current_building.effects) and ((total_income() + effect.building_income_increase) > 50) and (money_reserve_multiplier*upgrade.cost < state.funds): if (upgrade.name not in current_building.effects) and ((total_income() + effect.building_income_increase) > 50) and (money_reserve_multiplier*upgrade.cost < state.funds):
average_outdoor_temp = (state.max_temp - state.min_temp)/2 average_outdoor_temp = (state.max_temp - state.min_temp)/2
average_heating_energy = (((21 - average_outdoor_temp) * blueprint.emissivity * effect.emissivity_multiplier) / 0.75) average_heating_energy = max((((21 - average_outdoor_temp) * blueprint.emissivity * effect.emissivity_multiplier) / 0.75), 0)
old_average_heating_energy = (((21 - average_outdoor_temp) * blueprint.emissivity) / 0.75) old_average_heating_energy = max((((21 - average_outdoor_temp) * blueprint.emissivity) / 0.75), 0)
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