From 3f678f69d782112712637051c8ccb5927e3a1420 Mon Sep 17 00:00:00 2001 From: Thefeli73 Date: Mon, 5 Oct 2020 19:33:37 +0200 Subject: [PATCH] refactor variables, move code and use "state" --- main.py | 95 +++++++++++++++++++++++++++++---------------------------- 1 file changed, 48 insertions(+), 47 deletions(-) diff --git a/main.py b/main.py index 6215229..d1633d1 100644 --- a/main.py +++ b/main.py @@ -9,49 +9,51 @@ import traceback api_key = "74e3998d-ed3d-4d46-9ea8-6aab2efd8ae3" # The different map names can be found on considition.com/rules map_name = "training1" # TODO: You map choice here. If left empty, the map "training1" will be selected. - game_layer = GameLayer(api_key) -state = game_layer.game_state -usePrebuiltStrategy = False -timeUntilRunEnds = 50 -rounds_between_energy = 5 +#settings +use_prebuilt_strategy = False +time_until_run_ends = 70 utilities = 3 -EMA_temp = None -building_under_construction = None -availableTiles = [] - def main(): - #game_layer.force_end_game() + global EMA_temp, rounds_between_energy, building_under_construction, availableTiles, state + #global vars + rounds_between_energy = 5 + EMA_temp = None + building_under_construction = None + availableTiles = [] + game_layer.new_game(map_name) print("Starting game: " + game_layer.game_state.game_id) game_layer.start_game() - # exit game after timeout + # start timeout timer start_time = time.time() + state = game_layer.game_state chartMap() - global EMA_temp - while game_layer.game_state.turn < game_layer.game_state.max_turns: + while state.turn < state.max_turns: + state = game_layer.game_state try: if EMA_temp is None: - EMA_temp = game_layer.game_state.current_temp + EMA_temp = state.current_temp ema_k_value = (2/(rounds_between_energy+1)) - EMA_temp = game_layer.game_state.current_temp * ema_k_value + EMA_temp*(1-ema_k_value) + EMA_temp = state.current_temp * ema_k_value + EMA_temp*(1-ema_k_value) take_turn() except: print(traceback.format_exc()) game_layer.end_game() exit() time_diff = time.time() - start_time - if time_diff > timeUntilRunEnds: + if time_diff > time_until_run_ends: game_layer.end_game() exit() - print("Done with game: " + game_layer.game_state.game_id) + print("Done with game: " + state.game_id) print("Final score was: " + str(game_layer.get_score()["finalScore"])) - return (game_layer.game_state.game_id, game_layer.get_score()["finalScore"]) + return (state.game_id, game_layer.get_score()["finalScore"]) def take_turn(): - if not usePrebuiltStrategy: + global state + if not use_prebuilt_strategy: # TODO Implement your artificial intelligence here. # TODO Take one action per turn until the game ends. # TODO The following is a short example of how to use the StarterKit @@ -60,16 +62,14 @@ def take_turn(): else: develop_society() # messages and errors for console log - for message in game_layer.game_state.messages: + for message in state.messages: print(message) - for error in game_layer.game_state.errors: + for error in state.errors: print("Error: " + error) - # pre-made test strategy - # which came with - # starter kit - if usePrebuiltStrategy: + # pre-made test strategy which came with starter kit + if use_prebuilt_strategy: state = game_layer.game_state if len(state.residences) < 1: for i in range(len(state.map)): @@ -107,46 +107,52 @@ def take_turn(): print("Error: " + error) def develop_society(): - state = game_layer.game_state - if len(state.residences) < 5: + global state + + #check if queue is full + if state.housing_queue > 10 + len(state.utilities) * 0.15: + queue_is_full = True + else: + queue_is_full = False + + if len(state.residences) < 2: build("Apartments") elif len(state.utilities) < 1: build("WindTurbine") - elif state.funds > 25000 and len(game_layer.game_state.residences) < 11: + elif state.funds > 30000 and len(state.residences) < 4: build("HighRise") + elif queue_is_full: #build if queue full and can afford housing + + build("Apartments") + return True else: game_layer.wait() def something_needs_attention(): - print("Checking for emergencies") - global building_under_construction - global edit_temp - global maintain - state = game_layer.game_state + global building_under_construction, edit_temp, maintain, state #check if temp needs adjusting edit_temp = (False, 0) for i in range(len(state.residences)): if (state.turn % rounds_between_energy == i) and not state.residences[i].build_progress < 100: edit_temp = (True, i) - #check if need for maintainance maintain = (False, 0) for i in range(len(state.residences)): if state.residences[i].health < 41+rounds_between_energy*game_layer.get_residence_blueprint(state.residences[i].building_name).decay_rate: maintain = (True, i) - if maintain[0]: + if maintain[0]: #check maintainance game_layer.maintenance((state.residences[maintain[1]].X, state.residences[maintain[1]].Y)) return True - elif edit_temp[0]: #adjust temp of building + elif edit_temp[0]: #adjust temp of buildings adjustEnergy(state.residences[edit_temp[1]]) return True elif building_under_construction is not None: #finish construction - if (len(game_layer.game_state.residences) >= building_under_construction[2]) and (game_layer.game_state.residences[building_under_construction[2]].build_progress < 100): + if (len(state.residences)-1 >= building_under_construction[2]) and (state.residences[building_under_construction[2]].build_progress < 100): game_layer.build((building_under_construction[0], building_under_construction[1])) return True - elif (len(game_layer.game_state.utilities)-1 >= building_under_construction[2]) and (game_layer.game_state.utilities[building_under_construction[2]].build_progress < 100): + elif (len(state.utilities)-1 >= building_under_construction[2]) and (state.utilities[building_under_construction[2]].build_progress < 100): game_layer.build((building_under_construction[0], building_under_construction[1])) return True else: @@ -156,7 +162,7 @@ def something_needs_attention(): return False def chartMap(): - state = game_layer.game_state + global state for x in range(len(state.map) - 1): for y in range(len(state.map) - 1): if state.map[x][y] == 0: @@ -164,10 +170,9 @@ def chartMap(): optimizeAvailableTiles() def adjustEnergy(currentBuilding): - global rounds_between_energy - global EMA_temp + global rounds_between_energy, EMA_temp, state blueprint = game_layer.get_residence_blueprint(currentBuilding.building_name) - outDoorTemp = game_layer.game_state.current_temp * 2 - EMA_temp + outDoorTemp = state.current_temp * 2 - EMA_temp temp_acceleration = (2*(21 - currentBuilding.temperature)/(rounds_between_energy)) @@ -183,8 +188,6 @@ def adjustEnergy(currentBuilding): def optimizeAvailableTiles(): - #hitta #utilities antal bästa platser i mitten av smeten och sätt de först, sätt allt runt dem i ordning så närmast är längst fram i listan - state = game_layer.game_state global average_x, average_y, score_list average_x = 0 average_y = 0 @@ -208,9 +211,7 @@ def optimizeAvailableTiles(): def build(structure): print("Building " + structure) - state = game_layer.game_state - global building_under_construction - global rounds_between_energy + global building_under_construction, rounds_between_energy, state for i in range(len(availableTiles)): if isinstance(availableTiles[i], tuple): game_layer.place_foundation(availableTiles[i], structure)