time out building new residences
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parent
a9ce9a9678
commit
876036fbe9
24
main.py
24
main.py
@ -17,12 +17,13 @@ utilities = 3
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def main():
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global EMA_temp, rounds_between_energy, building_under_construction, availableTiles, state
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global EMA_temp, rounds_between_energy, building_under_construction, availableTiles, state, queue_timeout
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#global vars
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rounds_between_energy = 5
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EMA_temp = None
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building_under_construction = None
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availableTiles = []
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queue_timeout = 0
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game_layer.new_game(map_name)
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print("Starting game: " + game_layer.game_state.game_id)
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@ -107,13 +108,22 @@ def take_turn():
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print("Error: " + error)
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def develop_society():
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global state
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global state, queue_timeout
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#check if queue is full
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if state.housing_queue > 10 + len(state.utilities) * 0.15:
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if (state.housing_queue > 10 + len(state.utilities) * 0.15) and queue_timeout >= 5:
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queue_is_full = True
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queue_timeout = 0
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else:
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queue_is_full = False
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queue_timeout += 1
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build_residence_score = 0
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upgrade_residence_score = 0
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build_utility_score = 0
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build_upgrade_score = 0
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decision_engine = None
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if len(state.residences) < 2:
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build("Apartments")
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@ -122,9 +132,11 @@ def develop_society():
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elif state.funds > 30000 and len(state.residences) < 4:
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build("HighRise")
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elif queue_is_full: #build if queue full and can afford housing
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build("Apartments")
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return True
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build("ModernApartments")
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elif build_upgrade_score:
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#if state.available_upgrades[0].name not in the_only_residence.effects:
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# game_layer.buy_upgrade((the_only_residence.X, the_only_residence.Y), state.available_upgrades[0].name)
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pass
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else:
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game_layer.wait()
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