Merge branch 'Ny-Energy-formula' into felix-lek

This commit is contained in:
Thefeli73 2020-10-04 14:27:09 +02:00
commit 93507eb58d

112
main.py
View File

@ -13,9 +13,11 @@ map_name = "training1" # TODO: You map choice here. If left empty, the map "tra
game_layer = GameLayer(api_key) game_layer = GameLayer(api_key)
state = game_layer.game_state state = game_layer.game_state
usePrebuiltStrategy = False usePrebuiltStrategy = False
timeUntilRunEnds = 70 timeUntilRunEnds = 50
rounds_between_energy = 6
utilities = 3 utilities = 3
EMA_temp = None
building_under_construction = None building_under_construction = None
availableTiles = [] availableTiles = []
@ -28,10 +30,15 @@ def main():
# exit game after timeout # exit game after timeout
start_time = time.time() start_time = time.time()
chartMap() chartMap()
global EMA_temp
while game_layer.game_state.turn < game_layer.game_state.max_turns: while game_layer.game_state.turn < game_layer.game_state.max_turns:
try: try:
take_turn() if EMA_temp is None:
except Exception: EMA_temp = game_layer.game_state.current_temp
ema_k_value = (2/(rounds_between_energy+1))
EMA_temp = game_layer.game_state.current_temp * ema_k_value + EMA_temp*(1-ema_k_value)
linus_take_turn()
except:
print(traceback.format_exc()) print(traceback.format_exc())
game_layer.end_game() game_layer.end_game()
exit() exit()
@ -46,12 +53,14 @@ def linus_take_turn():
freeSpace = [] freeSpace = []
state = game_layer.game_state state = game_layer.game_state
for i in range(len(state.map)-1): for x in range(len(state.map)-1):
for j in range(len(state.map)-1): for y in range(len(state.map)-1):
if state.map[i][j] == 0: if state.map[x][y] == 0:
freeSpace.append((i,j)) 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): if (game_layer.game_state.turn == 0):
game_layer.place_foundation(freeSpace[2], game_layer.game_state.available_residence_buildings[0].building_name) game_layer.place_foundation(freeSpace[2], game_layer.game_state.available_residence_buildings[0].building_name)
@ -59,19 +68,68 @@ def linus_take_turn():
if the_first_residence.build_progress < 100: if the_first_residence.build_progress < 100:
game_layer.build(freeSpace[2]) game_layer.build(freeSpace[2])
if len(state.residences) == 1: if len(state.residences) == 1:
game_layer.place_foundation(freeSpace[3], game_layer.game_state.available_residence_buildings[4].building_name) game_layer.place_foundation(freeSpace[3], game_layer.game_state.available_residence_buildings[5].building_name)
the_second_residence = state.residences[1] the_second_residence = state.residences[1]
if the_second_residence.build_progress < 100: if the_second_residence.build_progress < 100:
game_layer.build(freeSpace[3]) game_layer.build(freeSpace[3])
if len(state.residences) == 2:
game_layer.place_foundation(freeSpace[5], game_layer.game_state.available_residence_buildings[1].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[3].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: elif the_first_residence.health < 70:
game_layer.maintenance(freeSpace[2]) game_layer.maintenance(freeSpace[2])
elif the_second_residence.health < 70: elif the_second_residence.health < 70:
game_layer.maintenance(freeSpace[3]) 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: 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) game_layer.place_foundation(freeSpace[4], game_layer.game_state.available_utility_buildings[2].building_name)
elif (state.utilities[0].build_progress < 100): elif (state.utilities[0].build_progress < 100):
game_layer.build(freeSpace[4]) 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 % rounds_between_energy == 0):
adjustEnergy(the_first_residence)
elif (game_layer.game_state.turn % rounds_between_energy == 1):
adjustEnergy(the_second_residence)
elif (game_layer.game_state.turn % rounds_between_energy == 2):
adjustEnergy(the_third_residence)
elif (game_layer.game_state.turn % rounds_between_energy == 3):
adjustEnergy(the_fourth_residence)
elif (game_layer.game_state.turn % rounds_between_energy == 4):
adjustEnergy(the_fifth_residence)
elif (game_layer.game_state.turn % rounds_between_energy == 5):
adjustEnergy(the_sixth_residence)
else: else:
# messages and errors for console log # messages and errors for console log
game_layer.wait() game_layer.wait()
@ -145,25 +203,33 @@ def chartMap():
availableTiles.append((x, y)) availableTiles.append((x, y))
optimizeAvailableTiles() optimizeAvailableTiles()
def adjustEnergy(currentBuilding):
global rounds_between_energy
global EMA_temp
blueprint = game_layer.get_residence_blueprint(currentBuilding.building_name)
outDoorTemp = game_layer.game_state.current_temp * 2 - EMA_temp
temp_acceleration = (2*(21 - currentBuilding.temperature)/(rounds_between_energy))
effectiveEnergyIn = ((temp_acceleration - 0.04 * currentBuilding.current_pop + (currentBuilding.temperature - outDoorTemp) * blueprint.emissivity) / 0.75) + blueprint.base_energy_need
if effectiveEnergyIn > blueprint.base_energy_need:
game_layer.adjust_energy_level((currentBuilding.X, currentBuilding.Y), effectiveEnergyIn)
elif effectiveEnergyIn < blueprint.base_energy_need:
game_layer.adjust_energy_level((currentBuilding.X, currentBuilding.Y), blueprint.base_energy_need + 0.01)
else:
print("you did it!")
game_layer.wait()
def optimizeAvailableTiles(): def optimizeAvailableTiles():
#hitta #utilities antal bästa platser i mitten av smeten och sätt de först, sätt allt runt dem i ordning så närmast är längst fram i listan #hitta #utilities antal bästa platser i mitten av smeten och sätt de först, sätt allt runt dem i ordning så närmast är längst fram i listan
pass pass
def adjustEnergy(current_building, target_temp):
current_blueprint = game_layer.get_residence_blueprint(current_building.building_name)
base_energy_need = current_blueprint.base_energy_need
indoor_temp = current_building.temperature
degrees_per_pop = 0.04
current_pop = current_building.current_pop
outdoor_temp = game_layer.game_state.current_temp
emissivity = current_blueprint.emissivity
degrees_per_excess_mwh = 0.75
effective_energy_in = -1 * (base_energy_need + (indoor_temp + degrees_per_pop * current_pop - (indoor_temp - outdoor_temp) * emissivity - target_temp)/degrees_per_excess_mwh)
game_layer.adjust_energy_level((current_building.X, current_building.Y), effective_energy_in)
def something_needs_attention(): def something_needs_attention():
print("Checking for emergencies") print("Checking for emergencies")
global building_under_construction global building_under_construction