change energy return (wasted wait())

This commit is contained in:
Thefeli73 2020-10-05 21:35:34 +02:00
parent a830dd5d81
commit 638ebcfd72

View File

@ -160,8 +160,7 @@ def something_needs_attention():
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 buildings elif edit_temp[0]: # adjust temp of buildings
adjustEnergy(state.residences[edit_temp[1]]) return adjust_energy(state.residences[edit_temp[1]])
return True
elif building_under_construction is not None: # finish construction elif building_under_construction is not None: # finish construction
if (len(state.residences)-1 >= building_under_construction[2]) and (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]))
@ -199,11 +198,12 @@ def adjust_energy(current_building):
if effectiveEnergyIn > blueprint.base_energy_need: if effectiveEnergyIn > blueprint.base_energy_need:
game_layer.adjust_energy_level((current_building.X, current_building.Y), effectiveEnergyIn) game_layer.adjust_energy_level((current_building.X, current_building.Y), effectiveEnergyIn)
return True
elif effectiveEnergyIn < blueprint.base_energy_need: elif effectiveEnergyIn < blueprint.base_energy_need:
game_layer.adjust_energy_level((current_building.X, current_building.Y), blueprint.base_energy_need + 0.01) game_layer.adjust_energy_level((current_building.X, current_building.Y), blueprint.base_energy_need + 0.01)
return True
else: else:
print("you did it!") return False
game_layer.wait()
def optimize_available_tiles(): def optimize_available_tiles():