Merge branch 'Ny-Energy-formula' into felix-lek
This commit is contained in:
commit
93507eb58d
114
main.py
114
main.py
@ -13,9 +13,11 @@ map_name = "training1" # TODO: You map choice here. If left empty, the map "tra
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game_layer = GameLayer(api_key)
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game_layer = GameLayer(api_key)
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state = game_layer.game_state
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state = game_layer.game_state
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usePrebuiltStrategy = False
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usePrebuiltStrategy = False
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timeUntilRunEnds = 70
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timeUntilRunEnds = 50
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rounds_between_energy = 6
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utilities = 3
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utilities = 3
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EMA_temp = None
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building_under_construction = None
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building_under_construction = None
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availableTiles = []
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availableTiles = []
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@ -28,10 +30,15 @@ def main():
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# exit game after timeout
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# exit game after timeout
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start_time = time.time()
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start_time = time.time()
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chartMap()
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chartMap()
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global EMA_temp
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while game_layer.game_state.turn < game_layer.game_state.max_turns:
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while game_layer.game_state.turn < game_layer.game_state.max_turns:
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try:
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try:
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take_turn()
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if EMA_temp is None:
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except Exception:
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EMA_temp = game_layer.game_state.current_temp
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ema_k_value = (2/(rounds_between_energy+1))
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EMA_temp = game_layer.game_state.current_temp * ema_k_value + EMA_temp*(1-ema_k_value)
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linus_take_turn()
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except:
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print(traceback.format_exc())
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print(traceback.format_exc())
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game_layer.end_game()
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game_layer.end_game()
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exit()
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exit()
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@ -46,32 +53,83 @@ def linus_take_turn():
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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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#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[1].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[3].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 % rounds_between_energy == 0):
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adjustEnergy(the_first_residence)
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elif (game_layer.game_state.turn % rounds_between_energy == 1):
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adjustEnergy(the_second_residence)
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elif (game_layer.game_state.turn % rounds_between_energy == 2):
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adjustEnergy(the_third_residence)
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elif (game_layer.game_state.turn % rounds_between_energy == 3):
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adjustEnergy(the_fourth_residence)
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elif (game_layer.game_state.turn % rounds_between_energy == 4):
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adjustEnergy(the_fifth_residence)
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elif (game_layer.game_state.turn % rounds_between_energy == 5):
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adjustEnergy(the_sixth_residence)
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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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@ -145,25 +203,33 @@ def chartMap():
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availableTiles.append((x, y))
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availableTiles.append((x, y))
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optimizeAvailableTiles()
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optimizeAvailableTiles()
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def adjustEnergy(currentBuilding):
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global rounds_between_energy
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global EMA_temp
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blueprint = game_layer.get_residence_blueprint(currentBuilding.building_name)
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outDoorTemp = game_layer.game_state.current_temp * 2 - EMA_temp
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temp_acceleration = (2*(21 - currentBuilding.temperature)/(rounds_between_energy))
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effectiveEnergyIn = ((temp_acceleration - 0.04 * currentBuilding.current_pop + (currentBuilding.temperature - outDoorTemp) * blueprint.emissivity) / 0.75) + blueprint.base_energy_need
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if effectiveEnergyIn > blueprint.base_energy_need:
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game_layer.adjust_energy_level((currentBuilding.X, currentBuilding.Y), effectiveEnergyIn)
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elif effectiveEnergyIn < blueprint.base_energy_need:
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game_layer.adjust_energy_level((currentBuilding.X, currentBuilding.Y), blueprint.base_energy_need + 0.01)
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else:
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print("you did it!")
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game_layer.wait()
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def optimizeAvailableTiles():
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def optimizeAvailableTiles():
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#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
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#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
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pass
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pass
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def adjustEnergy(current_building, target_temp):
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current_blueprint = game_layer.get_residence_blueprint(current_building.building_name)
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base_energy_need = current_blueprint.base_energy_need
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indoor_temp = current_building.temperature
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degrees_per_pop = 0.04
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current_pop = current_building.current_pop
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outdoor_temp = game_layer.game_state.current_temp
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emissivity = current_blueprint.emissivity
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degrees_per_excess_mwh = 0.75
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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)
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game_layer.adjust_energy_level((current_building.X, current_building.Y), effective_energy_in)
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def something_needs_attention():
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def something_needs_attention():
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print("Checking for emergencies")
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print("Checking for emergencies")
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global building_under_construction
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global building_under_construction
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Reference in New Issue
Block a user