diff --git a/main.py b/main.py index 1985ce9..44d4881 100644 --- a/main.py +++ b/main.py @@ -17,12 +17,13 @@ utilities = 3 def main(): - global EMA_temp, rounds_between_energy, building_under_construction, availableTiles, state + global EMA_temp, rounds_between_energy, building_under_construction, availableTiles, state, queue_timeout #global vars rounds_between_energy = 5 EMA_temp = None building_under_construction = None availableTiles = [] + queue_timeout = 0 game_layer.new_game(map_name) print("Starting game: " + game_layer.game_state.game_id) @@ -107,13 +108,22 @@ def take_turn(): print("Error: " + error) def develop_society(): - global state + global state, queue_timeout #check if queue is full - if state.housing_queue > 10 + len(state.utilities) * 0.15: + if (state.housing_queue > 10 + len(state.utilities) * 0.15) and queue_timeout >= 5: queue_is_full = True + queue_timeout = 0 else: queue_is_full = False + queue_timeout += 1 + + build_residence_score = 0 + upgrade_residence_score = 0 + build_utility_score = 0 + build_upgrade_score = 0 + + decision_engine = None if len(state.residences) < 2: build("Apartments") @@ -122,9 +132,11 @@ def develop_society(): elif state.funds > 30000 and len(state.residences) < 4: build("HighRise") elif queue_is_full: #build if queue full and can afford housing - - build("Apartments") - return True + build("ModernApartments") + elif build_upgrade_score: + #if 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) + pass else: game_layer.wait()