relative roundsenergy, build stuff HS, auto maintainance

This commit is contained in:
Thefeli73 2020-10-04 15:38:12 +02:00
parent 93507eb58d
commit 6cf041c70e

47
main.py
View File

@ -14,7 +14,7 @@ game_layer = GameLayer(api_key)
state = game_layer.game_state
usePrebuiltStrategy = False
timeUntilRunEnds = 50
rounds_between_energy = 6
rounds_between_energy = 5
utilities = 3
EMA_temp = None
@ -37,7 +37,7 @@ def main():
EMA_temp = game_layer.game_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)
linus_take_turn()
take_turn()
except:
print(traceback.format_exc())
game_layer.end_game()
@ -233,7 +233,29 @@ def optimizeAvailableTiles():
def something_needs_attention():
print("Checking for emergencies")
global building_under_construction
if building_under_construction is not None:
global edit_temp
global maintain
state = game_layer.game_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]:
game_layer.maintenance((state.residences[maintain[1]].X, state.residences[maintain[1]].Y))
return True
elif edit_temp[0]: #adjust temp of building
adjustEnergy(state.residences[edit_temp[1]])
return True
elif building_under_construction is not None: #finish construction
print(building_under_construction)
if game_layer.game_state.residences[building_under_construction[2]].build_progress < 100: # TODO: inte ba kolla residence utan också utility
game_layer.build((building_under_construction[0], building_under_construction[1]))
@ -241,17 +263,19 @@ def something_needs_attention():
else:
building_under_construction = None
return False
elif False:
return True
else:
return False
def develop_society():
#state = game_layer.game_state
if len(game_layer.game_state.residences) < 6:
build("ModernApartments")
elif False:
pass
state = game_layer.game_state
if len(game_layer.game_state.residences) < 4:
build("Apartments")
elif len(game_layer.game_state.utilities) <1:
game_layer.place_foundation((3,6), "WindTurbine")
elif (state.utilities[0].build_progress < 100):
game_layer.build((3,6))
elif state.funds > 25000 and len(game_layer.game_state.residences) < 7:
build("HighRise")
else:
game_layer.wait()
@ -259,6 +283,7 @@ def build(structure):
print("Building " + structure)
state = game_layer.game_state
global building_under_construction
global rounds_between_energy
for i in range(len(availableTiles)):
if isinstance(availableTiles[i], tuple):
game_layer.place_foundation(availableTiles[i], structure)
@ -268,6 +293,7 @@ def build(structure):
if coords_to_check == availableTiles[i]:
availableTiles[i] = building
building_under_construction = (building.X, building.Y, j)
rounds_between_energy = len(state.residences)+5
return True
for j in range(len(state.utilities)):
building = state.utilities[j]
@ -275,6 +301,7 @@ def build(structure):
if coords_to_check == availableTiles[i]:
availableTiles[i] = building
building_under_construction = (building.X, building.Y, j)
rounds_between_energy = len(state.residences)+5
return True