diff --git a/main.py b/main.py index fd80cbf..01473c3 100644 --- a/main.py +++ b/main.py @@ -262,30 +262,31 @@ def calculate_best_upgrade(current_building): def calculate_best_utility(): global state, money_reserve_multiplier - rounds_left = 700 - state.turn best_utility = [] for utility_blueprint in state.available_utility_buildings: if state.turn >= utility_blueprint.release_tick and (money_reserve_multiplier*utility_blueprint.cost < state.funds): + rounds_left = 700 - state.turn - (100 / utility_blueprint.build_speed) + for i in range(len(available_tiles)): if isinstance(available_tiles[i], tuple): score = 0 cost = utility_blueprint.cost for effect_name in utility_blueprint.effects: effect = game_layer.get_effect(effect_name) - affected_people = tile_score(available_tiles[i], effect.radius)[0] - affected_buildings = tile_score(available_tiles[i], effect.radius)[1] + affected_people = tile_score(available_tiles[i], effect.radius, effect_name)[0] + affected_buildings = tile_score(available_tiles[i], effect.radius, effect_name)[1] cost -= effect.building_income_increase * rounds_left happiness_increase = affected_people * effect.max_happiness_increase * rounds_left - co2 = affected_people * effect.co2_per_pop_increase * rounds_left - effect.mwh_production * affected_buildings - score = happiness_increase / 10 - co2 + co2 = affected_people * effect.co2_per_pop_increase * rounds_left - effect.mwh_production * affected_buildings * rounds_left + score += happiness_increase / 10 - co2 + # print(effect_name + " gave score " + str(score)) # score = score / cost best_utility.append((score, utility_blueprint.building_name, i)) - - def sort_key(e): return e[0] best_utility.sort(reverse=True, key=sort_key) + # print(best_utility) if not best_utility: return False return best_utility[0] @@ -294,18 +295,30 @@ def calculate_best_utility(): def calculate_best_residence(): global state, money_reserve_multiplier - rounds_left = 700 - state.turn best_residence = [] for residence_blueprint in state.available_residence_buildings: if state.turn >= residence_blueprint.release_tick and (money_reserve_multiplier*residence_blueprint.cost < state.funds): + rounds_left = 700 - state.turn - (100 / residence_blueprint.build_speed) + average_outdoor_temp = (state.max_temp - state.min_temp)/2 average_heating_energy = ((0 - 0.04 * residence_blueprint.max_pop + (21 - average_outdoor_temp) * residence_blueprint.emissivity) / 0.75) lifetime_energy = (residence_blueprint.base_energy_need + average_heating_energy) * rounds_left + distinct_residences = number_of_distinct_residences(residence_blueprint.building_name) + diversity = 1 + distinct_residences[0]/10 + co2 = 0.03 * residence_blueprint.max_pop * rounds_left + residence_blueprint.co2_cost + (0.1 * lifetime_energy / 1000) max_happiness = residence_blueprint.max_happiness * residence_blueprint.max_pop * rounds_left + max_happiness *= diversity - score = residence_blueprint.max_pop*15 + max_happiness/10 - co2 + diversity_bonus = 0 + if distinct_residences[1]: + happy = 0 + for residence in state.residences: + happy += residence.happiness_per_tick_per_pop * residence.current_pop + diversity_bonus = (happy * rounds_left / 10) / 10 + + score = residence_blueprint.max_pop*15 + max_happiness / 10 - co2 + diversity_bonus # score = score / residence_blueprint.cost best_residence.append((score, residence_blueprint.building_name)) @@ -317,6 +330,18 @@ def calculate_best_residence(): return best_residence[0] +def number_of_distinct_residences(new_building): + global state + unique_names = [] + for residence in state.residences: + if not residence.building_name in unique_names: + unique_names.append(residence.building_name) + if not new_building in unique_names: + unique_names.append(new_building) + return len(unique_names), True + return len(unique_names), False + + def chart_map(): global state for x in range(len(state.map) - 1):