linus take turn big
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parent
deca6713fb
commit
8b6eb1abb2
64
main.py
64
main.py
@ -38,36 +38,88 @@ 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():
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def linus_take_turn(i):
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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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for i in range(len(state.map)-1):
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for x in range(len(state.map)-1):
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for j in range(len(state.map)-1):
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for y in range(len(state.map)-1):
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if state.map[i][j] == 0:
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if state.map[x][y] == 0:
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freeSpace.append((i,j))
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freeSpace.append((x,y))
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#print(mylist)
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#print(mylist)
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#if (i == 0 or i%5 == 0)and i<26:
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# game_layer.place_foundation(freeSpace[(i//5)+2], game_layer.game_state.available_residence_buildings[i//5].building_name)
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if (game_layer.game_state.turn == 0):
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if (game_layer.game_state.turn == 0):
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game_layer.place_foundation(freeSpace[2], game_layer.game_state.available_residence_buildings[0].building_name)
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game_layer.place_foundation(freeSpace[2], game_layer.game_state.available_residence_buildings[0].building_name)
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the_first_residence = state.residences[0]
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the_first_residence = state.residences[0]
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if the_first_residence.build_progress < 100:
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if the_first_residence.build_progress < 100:
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game_layer.build(freeSpace[2])
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game_layer.build(freeSpace[2])
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if len(state.residences) == 1:
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if len(state.residences) == 1:
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game_layer.place_foundation(freeSpace[3], game_layer.game_state.available_residence_buildings[4].building_name)
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game_layer.place_foundation(freeSpace[3], game_layer.game_state.available_residence_buildings[5].building_name)
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the_second_residence = state.residences[1]
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the_second_residence = state.residences[1]
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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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game_layer.place_foundation(freeSpace[5], game_layer.game_state.available_residence_buildings[0].building_name)
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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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game_layer.build(freeSpace[5])
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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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the_fourth_residence = state.residences[3]
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if the_fourth_residence.build_progress < 100:
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game_layer.build((4,4))
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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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the_fifth_residence = state.residences[4]
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if the_fifth_residence.build_progress < 100:
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game_layer.build((4,5))
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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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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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game_layer.build((4,6))
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elif the_first_residence.health < 70:
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elif the_first_residence.health < 70:
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game_layer.maintenance(freeSpace[2])
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game_layer.maintenance(freeSpace[2])
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elif the_second_residence.health < 70:
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elif the_second_residence.health < 70:
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game_layer.maintenance(freeSpace[3])
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game_layer.maintenance(freeSpace[3])
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elif the_third_residence.health < 70:
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game_layer.maintenance(freeSpace[5])
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elif the_fourth_residence.health < 70:
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game_layer.maintenance((4,4))
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elif the_fifth_residence.health < 70:
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game_layer.maintenance((4,5))
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elif the_sixth_residence.health < 70:
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game_layer.maintenance((4,6))
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elif (the_second_residence.health > 70) and not len(state.utilities) > 0:
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elif (the_second_residence.health > 70) and not len(state.utilities) > 0:
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game_layer.place_foundation(freeSpace[4], game_layer.game_state.available_utility_buildings[2].building_name)
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game_layer.place_foundation(freeSpace[4], game_layer.game_state.available_utility_buildings[2].building_name)
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elif (state.utilities[0].build_progress < 100):
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elif (state.utilities[0].build_progress < 100):
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game_layer.build(freeSpace[4])
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game_layer.build(freeSpace[4])
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#elif (game_layer.game_state.turn > 35) and not len(state.utilities) > 1:
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# game_layer.place_foundation((4,6), game_layer.game_state.available_utility_buildings[1].building_name)
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#elif (state.utilities[1].build_progress < 100):
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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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adjustEnergy2(the_first_residence, 21)
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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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elif (game_layer.game_state.turn % 5 == 1):
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adjustEnergy2(the_third_residence, 21)
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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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elif (game_layer.game_state.turn % 5 == 3):
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adjustEnergy2(the_fifth_residence, 21)
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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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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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