refactor variables, move code and use "state"

This commit is contained in:
Thefeli73 2020-10-05 19:33:37 +02:00
parent de2b5181e0
commit 3f678f69d7

91
main.py
View File

@ -9,49 +9,51 @@ import traceback
api_key = "74e3998d-ed3d-4d46-9ea8-6aab2efd8ae3" api_key = "74e3998d-ed3d-4d46-9ea8-6aab2efd8ae3"
# The different map names can be found on considition.com/rules # 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. map_name = "training1" # TODO: You map choice here. If left empty, the map "training1" will be selected.
game_layer = GameLayer(api_key) game_layer = GameLayer(api_key)
state = game_layer.game_state #settings
usePrebuiltStrategy = False use_prebuilt_strategy = False
timeUntilRunEnds = 50 time_until_run_ends = 70
rounds_between_energy = 5
utilities = 3 utilities = 3
def main():
global EMA_temp, rounds_between_energy, building_under_construction, availableTiles, state
#global vars
rounds_between_energy = 5
EMA_temp = None EMA_temp = None
building_under_construction = None building_under_construction = None
availableTiles = [] availableTiles = []
def main():
#game_layer.force_end_game()
game_layer.new_game(map_name) game_layer.new_game(map_name)
print("Starting game: " + game_layer.game_state.game_id) print("Starting game: " + game_layer.game_state.game_id)
game_layer.start_game() game_layer.start_game()
# exit game after timeout # start timeout timer
start_time = time.time() start_time = time.time()
state = game_layer.game_state
chartMap() chartMap()
global EMA_temp while state.turn < state.max_turns:
while game_layer.game_state.turn < game_layer.game_state.max_turns: state = game_layer.game_state
try: try:
if EMA_temp is None: 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_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() take_turn()
except: except:
print(traceback.format_exc()) print(traceback.format_exc())
game_layer.end_game() game_layer.end_game()
exit() exit()
time_diff = time.time() - start_time time_diff = time.time() - start_time
if time_diff > timeUntilRunEnds: if time_diff > time_until_run_ends:
game_layer.end_game() game_layer.end_game()
exit() 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"])) 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(): def take_turn():
if not usePrebuiltStrategy: global state
if not use_prebuilt_strategy:
# TODO Implement your artificial intelligence here. # TODO Implement your artificial intelligence here.
# TODO Take one action per turn until the game ends. # TODO Take one action per turn until the game ends.
# TODO The following is a short example of how to use the StarterKit # TODO The following is a short example of how to use the StarterKit
@ -60,16 +62,14 @@ def take_turn():
else: else:
develop_society() develop_society()
# messages and errors for console log # messages and errors for console log
for message in game_layer.game_state.messages: for message in state.messages:
print(message) print(message)
for error in game_layer.game_state.errors: for error in state.errors:
print("Error: " + error) print("Error: " + error)
# pre-made test strategy # pre-made test strategy which came with starter kit
# which came with if use_prebuilt_strategy:
# starter kit
if usePrebuiltStrategy:
state = game_layer.game_state state = game_layer.game_state
if len(state.residences) < 1: if len(state.residences) < 1:
for i in range(len(state.map)): for i in range(len(state.map)):
@ -107,46 +107,52 @@ def take_turn():
print("Error: " + error) print("Error: " + error)
def develop_society(): def develop_society():
state = game_layer.game_state global state
if len(state.residences) < 5:
#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") build("Apartments")
elif len(state.utilities) < 1: elif len(state.utilities) < 1:
build("WindTurbine") 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") build("HighRise")
elif queue_is_full: #build if queue full and can afford housing
build("Apartments")
return True
else: else:
game_layer.wait() game_layer.wait()
def something_needs_attention(): def something_needs_attention():
print("Checking for emergencies") global building_under_construction, edit_temp, maintain, state
global building_under_construction
global edit_temp
global maintain
state = game_layer.game_state
#check if temp needs adjusting #check if temp needs adjusting
edit_temp = (False, 0) edit_temp = (False, 0)
for i in range(len(state.residences)): for i in range(len(state.residences)):
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)
#check if need for maintainance #check if need for maintainance
maintain = (False, 0) maintain = (False, 0)
for i in range(len(state.residences)): 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: if state.residences[i].health < 41+rounds_between_energy*game_layer.get_residence_blueprint(state.residences[i].building_name).decay_rate:
maintain = (True, i) maintain = (True, i)
if maintain[0]: if maintain[0]: #check maintainance
game_layer.maintenance((state.residences[maintain[1]].X, state.residences[maintain[1]].Y)) game_layer.maintenance((state.residences[maintain[1]].X, state.residences[maintain[1]].Y))
return True return True
elif edit_temp[0]: #adjust temp of building elif edit_temp[0]: #adjust temp of buildings
adjustEnergy(state.residences[edit_temp[1]]) adjustEnergy(state.residences[edit_temp[1]])
return True return True
elif building_under_construction is not None: #finish construction 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])) game_layer.build((building_under_construction[0], building_under_construction[1]))
return True 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])) game_layer.build((building_under_construction[0], building_under_construction[1]))
return True return True
else: else:
@ -156,7 +162,7 @@ def something_needs_attention():
return False return False
def chartMap(): def chartMap():
state = game_layer.game_state global state
for x in range(len(state.map) - 1): for x in range(len(state.map) - 1):
for y in range(len(state.map) - 1): for y in range(len(state.map) - 1):
if state.map[x][y] == 0: if state.map[x][y] == 0:
@ -164,10 +170,9 @@ def chartMap():
optimizeAvailableTiles() optimizeAvailableTiles()
def adjustEnergy(currentBuilding): def adjustEnergy(currentBuilding):
global rounds_between_energy global rounds_between_energy, EMA_temp, state
global EMA_temp
blueprint = game_layer.get_residence_blueprint(currentBuilding.building_name) 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)) temp_acceleration = (2*(21 - currentBuilding.temperature)/(rounds_between_energy))
@ -183,8 +188,6 @@ def adjustEnergy(currentBuilding):
def optimizeAvailableTiles(): 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 global average_x, average_y, score_list
average_x = 0 average_x = 0
average_y = 0 average_y = 0
@ -208,9 +211,7 @@ def optimizeAvailableTiles():
def build(structure): def build(structure):
print("Building " + structure) print("Building " + structure)
state = game_layer.game_state global building_under_construction, rounds_between_energy, state
global building_under_construction
global rounds_between_energy
for i in range(len(availableTiles)): for i in range(len(availableTiles)):
if isinstance(availableTiles[i], tuple): if isinstance(availableTiles[i], tuple):
game_layer.place_foundation(availableTiles[i], structure) game_layer.place_foundation(availableTiles[i], structure)