småskit
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12
main.py
12
main.py
@ -15,7 +15,7 @@ game_layer = GameLayer(api_key)
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use_regulator = False # turns on if map max temp >21c
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other_upgrade_threshold = 0.5
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time_until_run_ends = 90
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money_reserve_multiplier = 0
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money_reserve_multiplier = 0.5
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temp_acc_multiplier = 1.125
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rounds_between_energy = 5
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round_buffer = 78
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@ -108,15 +108,15 @@ def develop_society():
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build_residence_score = 0
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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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elif best_residence and best_residence[0] > 0:
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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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if best_utility:
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if best_utility and best_utility[0] > 0:
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build_utility_score = best_utility[0]
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#
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if best_upgrade:
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if best_upgrade and best_upgrade[0] > 0:
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build_upgrade_score = best_upgrade[0]
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decision = [
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@ -252,8 +252,8 @@ def calculate_best_upgrade(current_building):
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if (upgrade.name not in current_building.effects) and ((total_income() + effect.building_income_increase) > 50) and (money_reserve_multiplier*upgrade.cost < state.funds):
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average_outdoor_temp = (state.max_temp - state.min_temp)/2
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average_heating_energy = (((21 - average_outdoor_temp) * blueprint.emissivity * effect.emissivity_multiplier) / 0.75)
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old_average_heating_energy = (((21 - average_outdoor_temp) * blueprint.emissivity) / 0.75)
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average_heating_energy = max((((21 - average_outdoor_temp) * blueprint.emissivity * effect.emissivity_multiplier) / 0.75), 0)
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old_average_heating_energy = max((((21 - average_outdoor_temp) * blueprint.emissivity) / 0.75), 0)
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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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