purge linus_taketurn code

This commit is contained in:
Thefeli73 2020-10-05 16:42:31 +02:00
parent 143a5dbecf
commit 8408f8f0a0

92
main.py
View File

@ -49,94 +49,6 @@ def main():
print("Done with game: " + game_layer.game_state.game_id)
print("Final score was: " + str(game_layer.get_score()["finalScore"]))
def linus_take_turn():
freeSpace = []
state = game_layer.game_state
for x in range(len(state.map)-1):
for y in range(len(state.map)-1):
if state.map[x][y] == 0:
freeSpace.append((x,y))
#if (i == 0 or i%5 == 0)and i<26:
# game_layer.place_foundation(freeSpace[(i//5)+2], game_layer.game_state.available_residence_buildings[i//5].building_name)
if (game_layer.game_state.turn == 0):
game_layer.place_foundation(freeSpace[2], game_layer.game_state.available_residence_buildings[0].building_name)
the_first_residence = state.residences[0]
if the_first_residence.build_progress < 100:
game_layer.build(freeSpace[2])
if len(state.residences) == 1:
game_layer.place_foundation(freeSpace[3], game_layer.game_state.available_residence_buildings[5].building_name)
the_second_residence = state.residences[1]
if the_second_residence.build_progress < 100:
game_layer.build(freeSpace[3])
if len(state.residences) == 2:
game_layer.place_foundation(freeSpace[5], game_layer.game_state.available_residence_buildings[1].building_name)
the_third_residence = state.residences[2]
if the_third_residence.build_progress < 100:
game_layer.build(freeSpace[5])
if len(state.residences) == 3:
game_layer.place_foundation((4,4), game_layer.game_state.available_residence_buildings[4].building_name)
the_fourth_residence = state.residences[3]
if the_fourth_residence.build_progress < 100:
game_layer.build((4,4))
if len(state.residences) == 4:
game_layer.place_foundation((4,5), game_layer.game_state.available_residence_buildings[3].building_name)
the_fifth_residence = state.residences[4]
if the_fifth_residence.build_progress < 100:
game_layer.build((4,5))
if len(state.residences) == 5:
game_layer.place_foundation((4,6), game_layer.game_state.available_residence_buildings[4].building_name)
the_sixth_residence = state.residences[5]
if (the_sixth_residence.build_progress < 100) and game_layer.game_state.funds > 4000:
game_layer.build((4,6))
elif the_first_residence.health < 70:
game_layer.maintenance(freeSpace[2])
elif the_second_residence.health < 70:
game_layer.maintenance(freeSpace[3])
elif the_third_residence.health < 70:
game_layer.maintenance(freeSpace[5])
elif the_fourth_residence.health < 70:
game_layer.maintenance((4,4))
elif the_fifth_residence.health < 70:
game_layer.maintenance((4,5))
elif the_sixth_residence.health < 70:
game_layer.maintenance((4,6))
elif (the_second_residence.health > 70) and not len(state.utilities) > 0:
game_layer.place_foundation(freeSpace[4], game_layer.game_state.available_utility_buildings[2].building_name)
elif (state.utilities[0].build_progress < 100):
game_layer.build(freeSpace[4])
#elif (game_layer.game_state.turn > 35) and not len(state.utilities) > 1:
# game_layer.place_foundation((4,6), game_layer.game_state.available_utility_buildings[1].building_name)
#elif (state.utilities[1].build_progress < 100):
# game_layer.build((4,6))
elif (game_layer.game_state.turn % rounds_between_energy == 0):
adjustEnergy(the_first_residence)
elif (game_layer.game_state.turn % rounds_between_energy == 1):
adjustEnergy(the_second_residence)
elif (game_layer.game_state.turn % rounds_between_energy == 2):
adjustEnergy(the_third_residence)
elif (game_layer.game_state.turn % rounds_between_energy == 3):
adjustEnergy(the_fourth_residence)
elif (game_layer.game_state.turn % rounds_between_energy == 4):
adjustEnergy(the_fifth_residence)
elif (game_layer.game_state.turn % rounds_between_energy == 5):
adjustEnergy(the_sixth_residence)
else:
# messages and errors for console log
game_layer.wait()
for message in game_layer.game_state.messages:
print(message)
for error in game_layer.game_state.errors:
print("Error: " + error)
def take_turn():
if not usePrebuiltStrategy:
@ -270,15 +182,11 @@ def adjustEnergy(currentBuilding):
game_layer.wait()
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
pass
def build(structure):
print("Building " + structure)
state = game_layer.game_state