linus take turn big
This commit is contained in:
parent
deca6713fb
commit
8b6eb1abb2
66
main.py
66
main.py
@ -38,36 +38,88 @@ 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():
|
||||
def linus_take_turn(i):
|
||||
freeSpace = []
|
||||
|
||||
state = game_layer.game_state
|
||||
for i in range(len(state.map)-1):
|
||||
for j in range(len(state.map)-1):
|
||||
if state.map[i][j] == 0:
|
||||
freeSpace.append((i,j))
|
||||
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))
|
||||
|
||||
#print(mylist)
|
||||
|
||||
#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[4].building_name)
|
||||
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[0].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[4].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 % 10 == 0):
|
||||
adjustEnergy2(the_first_residence, 21)
|
||||
elif (game_layer.game_state.turn % 5 == 0):
|
||||
adjustEnergy2(the_second_residence, 21)
|
||||
elif (game_layer.game_state.turn % 5 == 1):
|
||||
adjustEnergy2(the_third_residence, 21)
|
||||
elif (game_layer.game_state.turn % 5 == 2):
|
||||
adjustEnergy2(the_fourth_residence, 21)
|
||||
elif (game_layer.game_state.turn % 5 == 3):
|
||||
adjustEnergy2(the_fifth_residence, 21)
|
||||
elif (game_layer.game_state.turn % 5 == 4):
|
||||
adjustEnergy2(the_sixth_residence, 21)
|
||||
else:
|
||||
# messages and errors for console log
|
||||
game_layer.wait()
|
||||
|
Reference in New Issue
Block a user