diff --git a/main.py b/main.py index 5fe3b6f..a9abcf1 100644 --- a/main.py +++ b/main.py @@ -23,42 +23,54 @@ def take_turn(): # 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 + if not useTestStrategy: + state = game_layer.game_state - state = game_layer.game_state - if len(state.residences) < 1: - for i in range(len(state.map)): - for j in range(len(state.map)): - if state.map[i][j] == 0: - x = i - y = j - break - game_layer.place_foundation((x, y), game_layer.game_state.available_residence_buildings[0].building_name) - else: - the_only_residence = state.residences[0] - if the_only_residence.build_progress < 100: - game_layer.build((the_only_residence.X, the_only_residence.Y)) - elif the_only_residence.health < 50: - game_layer.maintenance((the_only_residence.X, the_only_residence.Y)) - elif the_only_residence.temperature < 18: - blueprint = game_layer.get_residence_blueprint(the_only_residence.building_name) - energy = blueprint.base_energy_need + 0.5 \ - + (the_only_residence.temperature - state.current_temp) * blueprint.emissivity / 1 \ - - the_only_residence.current_pop * 0.04 - game_layer.adjust_energy_level((the_only_residence.X, the_only_residence.Y), energy) - elif the_only_residence.temperature > 24: - blueprint = game_layer.get_residence_blueprint(the_only_residence.building_name) - energy = blueprint.base_energy_need - 0.5 \ - + (the_only_residence.temperature - state.current_temp) * blueprint.emissivity / 1 \ - - the_only_residence.current_pop * 0.04 - game_layer.adjust_energy_level((the_only_residence.X, the_only_residence.Y), energy) - elif state.available_upgrades[0].name not in the_only_residence.effects: - game_layer.buy_upgrade((the_only_residence.X, the_only_residence.Y), state.available_upgrades[0].name) + # messages and errors for console log + for message in game_layer.game_state.messages: + print(message) + for error in game_layer.game_state.errors: + print("Error: " + error) + + # pre-made test strategy + # which came with + # starter kit + if useTestStrategy: + state = game_layer.game_state + if len(state.residences) < 1: + for i in range(len(state.map)): + for j in range(len(state.map)): + if state.map[i][j] == 0: + x = i + y = j + break + game_layer.place_foundation((x, y), game_layer.game_state.available_residence_buildings[0].building_name) else: - game_layer.wait() - for message in game_layer.game_state.messages: - print(message) - for error in game_layer.game_state.errors: - print("Error: " + error) + the_only_residence = state.residences[0] + if the_only_residence.build_progress < 100: + game_layer.build((the_only_residence.X, the_only_residence.Y)) + elif the_only_residence.health < 50: + game_layer.maintenance((the_only_residence.X, the_only_residence.Y)) + elif the_only_residence.temperature < 18: + blueprint = game_layer.get_residence_blueprint(the_only_residence.building_name) + energy = blueprint.base_energy_need + 0.5 \ + + (the_only_residence.temperature - state.current_temp) * blueprint.emissivity / 1 \ + - the_only_residence.current_pop * 0.04 + game_layer.adjust_energy_level((the_only_residence.X, the_only_residence.Y), energy) + elif the_only_residence.temperature > 24: + blueprint = game_layer.get_residence_blueprint(the_only_residence.building_name) + energy = blueprint.base_energy_need - 0.5 \ + + (the_only_residence.temperature - state.current_temp) * blueprint.emissivity / 1 \ + - the_only_residence.current_pop * 0.04 + game_layer.adjust_energy_level((the_only_residence.X, the_only_residence.Y), energy) + elif state.available_upgrades[0].name not in the_only_residence.effects: + game_layer.buy_upgrade((the_only_residence.X, the_only_residence.Y), state.available_upgrades[0].name) + else: + game_layer.wait() + for message in game_layer.game_state.messages: + print(message) + for error in game_layer.game_state.errors: + print("Error: " + error) if __name__ == "__main__":