linus skit
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8b6eb1abb2
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24
main.py
24
main.py
@ -5,7 +5,6 @@ from sys import exit
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from game_layer import GameLayer
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from game_layer import GameLayer
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import traceback
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import traceback
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timeUntilRunEnds = 30
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api_key = "74e3998d-ed3d-4d46-9ea8-6aab2efd8ae3"
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api_key = "74e3998d-ed3d-4d46-9ea8-6aab2efd8ae3"
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# The different map names can be found on considition.com/rules
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# The different map names can be found on considition.com/rules
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@ -14,6 +13,7 @@ map_name = "training1" # TODO: You map choice here. If left empty, the map "tra
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game_layer = GameLayer(api_key)
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game_layer = GameLayer(api_key)
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state = game_layer.game_state
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state = game_layer.game_state
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usePrebuiltStrategy = False
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usePrebuiltStrategy = False
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timeUntilRunEnds = 50
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def main():
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def main():
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@ -38,7 +38,7 @@ def main():
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print("Done with game: " + game_layer.game_state.game_id)
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print("Done with game: " + game_layer.game_state.game_id)
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print("Final score was: " + str(game_layer.get_score()["finalScore"]))
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print("Final score was: " + str(game_layer.get_score()["finalScore"]))
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def linus_take_turn(i):
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def linus_take_turn():
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freeSpace = []
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freeSpace = []
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state = game_layer.game_state
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state = game_layer.game_state
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@ -63,24 +63,24 @@ def linus_take_turn(i):
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if the_second_residence.build_progress < 100:
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if the_second_residence.build_progress < 100:
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game_layer.build(freeSpace[3])
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game_layer.build(freeSpace[3])
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if len(state.residences) == 2:
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if len(state.residences) == 2:
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game_layer.place_foundation(freeSpace[5], game_layer.game_state.available_residence_buildings[0].building_name)
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game_layer.place_foundation(freeSpace[5], game_layer.game_state.available_residence_buildings[1].building_name)
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the_third_residence = state.residences[2]
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the_third_residence = state.residences[2]
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if the_third_residence.build_progress < 100:
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if the_third_residence.build_progress < 100:
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game_layer.build(freeSpace[5])
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game_layer.build(freeSpace[5])
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if len(state.residences) == 3:
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if len(state.residences) == 3:
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game_layer.place_foundation((4,4), game_layer.game_state.available_residence_buildings[4].building_name)
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game_layer.place_foundation((4,4), game_layer.game_state.available_residence_buildings[5].building_name)
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the_fourth_residence = state.residences[3]
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the_fourth_residence = state.residences[3]
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if the_fourth_residence.build_progress < 100:
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if the_fourth_residence.build_progress < 100:
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game_layer.build((4,4))
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game_layer.build((4,4))
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if len(state.residences) == 4:
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if len(state.residences) == 4:
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game_layer.place_foundation((4,5), game_layer.game_state.available_residence_buildings[4].building_name)
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game_layer.place_foundation((4,5), game_layer.game_state.available_residence_buildings[3].building_name)
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the_fifth_residence = state.residences[4]
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the_fifth_residence = state.residences[4]
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if the_fifth_residence.build_progress < 100:
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if the_fifth_residence.build_progress < 100:
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game_layer.build((4,5))
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game_layer.build((4,5))
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if len(state.residences) == 5:
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if len(state.residences) == 5:
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game_layer.place_foundation((4,6), game_layer.game_state.available_residence_buildings[4].building_name)
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game_layer.place_foundation((4,6), game_layer.game_state.available_residence_buildings[5].building_name)
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the_sixth_residence = state.residences[5]
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the_sixth_residence = state.residences[5]
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if (the_sixth_residence.build_progress < 100) and game_layer.game_state.funds > 4000:
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if (the_sixth_residence.build_progress < 100) and game_layer.game_state.funds > 4000:
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game_layer.build((4,6))
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game_layer.build((4,6))
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@ -109,17 +109,17 @@ def linus_take_turn(i):
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# game_layer.build((4,6))
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# game_layer.build((4,6))
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elif (game_layer.game_state.turn % 10 == 0):
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elif (game_layer.game_state.turn % 10 == 0):
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adjustEnergy2(the_first_residence, 21)
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adjustEnergy(the_first_residence, 21)
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elif (game_layer.game_state.turn % 5 == 0):
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elif (game_layer.game_state.turn % 5 == 0):
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adjustEnergy2(the_second_residence, 21)
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adjustEnergy(the_second_residence, 21)
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elif (game_layer.game_state.turn % 5 == 1):
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elif (game_layer.game_state.turn % 5 == 1):
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adjustEnergy2(the_third_residence, 21)
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adjustEnergy(the_third_residence, 21)
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elif (game_layer.game_state.turn % 5 == 2):
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elif (game_layer.game_state.turn % 5 == 2):
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adjustEnergy2(the_fourth_residence, 21)
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adjustEnergy(the_fourth_residence, 21)
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elif (game_layer.game_state.turn % 5 == 3):
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elif (game_layer.game_state.turn % 5 == 3):
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adjustEnergy2(the_fifth_residence, 21)
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adjustEnergy(the_fifth_residence, 21)
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elif (game_layer.game_state.turn % 5 == 4):
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elif (game_layer.game_state.turn % 5 == 4):
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adjustEnergy2(the_sixth_residence, 21)
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adjustEnergy(the_sixth_residence, 21)
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else:
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else:
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# messages and errors for console log
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# messages and errors for console log
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game_layer.wait()
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game_layer.wait()
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