From 8b6eb1abb245159ad4ee26e7d69a2ea8f606b9d6 Mon Sep 17 00:00:00 2001 From: linhara Date: Sun, 4 Oct 2020 12:26:34 +0200 Subject: [PATCH] linus take turn big --- main.py | 66 +++++++++++++++++++++++++++++++++++++++++++++++++++------ 1 file changed, 59 insertions(+), 7 deletions(-) diff --git a/main.py b/main.py index 5eb8eba..a5dcc8d 100644 --- a/main.py +++ b/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()