kommentera trash metoden, optimizations, jobb på decision engine

This commit is contained in:
Thefeli73 2020-10-05 22:58:09 +02:00
parent 638ebcfd72
commit 9713be3eaf

140
main.py
View File

@ -11,7 +11,6 @@ api_key = "74e3998d-ed3d-4d46-9ea8-6aab2efd8ae3"
map_name = "training1" # TODO: You map choice here. If left empty, the map "training1" will be selected.
game_layer = GameLayer(api_key)
# settings
use_prebuilt_strategy = False
time_until_run_ends = 70
utilities = 3
@ -23,7 +22,7 @@ def main():
EMA_temp = None
building_under_construction = None
available_tiles = []
queue_timeout = 0
queue_timeout = 1
game_layer.new_game(map_name)
print("Starting game: " + game_layer.game_state.game_id)
@ -55,106 +54,105 @@ def main():
def take_turn():
global state
if not use_prebuilt_strategy:
# TODO Implement your artificial intelligence here.
# TODO Take one action per turn until the game ends.
# TODO The following is a short example of how to use the StarterKit
if something_needs_attention():
pass
else:
develop_society()
# messages and errors for console log
for message in state.messages:
print(message)
for error in state.errors:
print("Error: " + error)
# TODO Implement your artificial intelligence here.
# TODO Take one action per turn until the game ends.
# TODO The following is a short example of how to use the StarterKit
if something_needs_attention():
pass
else:
develop_society()
# messages and errors for console log
for message in state.messages:
print(message)
for error in state.errors:
print("Error: " + error)
# pre-made test strategy which came with starter kit
if use_prebuilt_strategy:
state = game_layer.game_state
if len(state.residences) < 1:
for i in range(len(state.map)):
for j in range(len(state.map)):
if state.map[i][j] == 0:
x = i
y = j
break
game_layer.place_foundation((x, y), game_layer.game_state.available_residence_buildings[0].building_name)
'''
state = game_layer.game_state
if len(state.residences) < 1:
for i in range(len(state.map)):
for j in range(len(state.map)):
if state.map[i][j] == 0:
x = i
y = j
break
game_layer.place_foundation((x, y), game_layer.game_state.available_residence_buildings[0].building_name)
else:
the_only_residence = state.residences[0]
if the_only_residence.build_progress < 100:
game_layer.build((the_only_residence.X, the_only_residence.Y))
elif the_only_residence.health < 50:
game_layer.maintenance((the_only_residence.X, the_only_residence.Y))
elif the_only_residence.temperature < 18:
blueprint = game_layer.get_residence_blueprint(the_only_residence.building_name)
energy = blueprint.base_energy_need + 0.5 \
+ (the_only_residence.temperature - state.current_temp) * blueprint.emissivity / 1 \
- the_only_residence.current_pop * 0.04
game_layer.adjust_energy_level((the_only_residence.X, the_only_residence.Y), energy)
elif the_only_residence.temperature > 24:
blueprint = game_layer.get_residence_blueprint(the_only_residence.building_name)
energy = blueprint.base_energy_need - 0.5 \
+ (the_only_residence.temperature - state.current_temp) * blueprint.emissivity / 1 \
- the_only_residence.current_pop * 0.04
game_layer.adjust_energy_level((the_only_residence.X, the_only_residence.Y), energy)
elif state.available_upgrades[0].name not in the_only_residence.effects:
game_layer.buy_upgrade((the_only_residence.X, the_only_residence.Y), state.available_upgrades[0].name)
else:
the_only_residence = state.residences[0]
if the_only_residence.build_progress < 100:
game_layer.build((the_only_residence.X, the_only_residence.Y))
elif the_only_residence.health < 50:
game_layer.maintenance((the_only_residence.X, the_only_residence.Y))
elif the_only_residence.temperature < 18:
blueprint = game_layer.get_residence_blueprint(the_only_residence.building_name)
energy = blueprint.base_energy_need + 0.5 \
+ (the_only_residence.temperature - state.current_temp) * blueprint.emissivity / 1 \
- the_only_residence.current_pop * 0.04
game_layer.adjust_energy_level((the_only_residence.X, the_only_residence.Y), energy)
elif the_only_residence.temperature > 24:
blueprint = game_layer.get_residence_blueprint(the_only_residence.building_name)
energy = blueprint.base_energy_need - 0.5 \
+ (the_only_residence.temperature - state.current_temp) * blueprint.emissivity / 1 \
- the_only_residence.current_pop * 0.04
game_layer.adjust_energy_level((the_only_residence.X, the_only_residence.Y), energy)
elif state.available_upgrades[0].name not in the_only_residence.effects:
game_layer.buy_upgrade((the_only_residence.X, the_only_residence.Y), state.available_upgrades[0].name)
else:
game_layer.wait()
for message in game_layer.game_state.messages:
print(message)
for error in game_layer.game_state.errors:
print("Error: " + error)
game_layer.wait()
for message in game_layer.game_state.messages:
print(message)
for error in game_layer.game_state.errors:
print("Error: " + error)
'''
def develop_society():
global state, queue_timeout, available_tiles
if queue_timeout > 1:
queue_timeout -= 1
# check if queue is full
if (state.housing_queue > 10 + len(state.utilities) * 0.15) and queue_timeout >= 5:
queue_is_full = True
queue_timeout = 0
else:
queue_is_full = False
queue_timeout += 1
build_residence_score = 0
# priority scores, 1 = very urgent, 0 = not urgent at all
build_residence_score = state.housing_queue / (15 * queue_timeout)
upgrade_residence_score = 0
build_utility_score = 0
build_upgrade_score = 0
build_upgrade_score = 1 - state.turn/700
decision_engine = None
actions = {
'build_residence': build_residence_score,
'upgrade_residence': upgrade_residence_score,
'build_utility': build_utility_score,
'build_upgrade': build_upgrade_score
}
decision = str(max(actions, key=actions.get))
if len(state.residences) < 2:
build("Apartments")
elif len(state.utilities) < 1:
elif decision == "build_utility":
build("WindTurbine")
elif state.funds > 30000 and len(state.residences) < 4:
build("HighRise")
elif queue_is_full: # build if queue full and can afford housing
elif decision == "build_residence": # build if queue full and can afford housing
build("ModernApartments")
elif build_upgrade_score:
elif decision == "build_upgrade":
# if state.available_upgrades[0].name not in the_only_residence.effects:
# game_layer.buy_upgrade((the_only_residence.X, the_only_residence.Y), state.available_upgrades[0].name)
pass
game_layer.wait()
else:
game_layer.wait()
def something_needs_attention():
global building_under_construction, edit_temp, maintain, state
global building_under_construction, edit_temp, maintain, state, rounds_between_energy
# check if temp needs adjusting
edit_temp = (False, 0)
for i in range(len(state.residences)):
if (state.turn % rounds_between_energy == i) and not state.residences[i].build_progress < 100:
edit_temp = (True, i)
# check if need for maintenance
maintain = (False, 0)
for i in range(len(state.residences)):
if state.residences[i].health < 41+rounds_between_energy*game_layer.get_residence_blueprint(state.residences[i].building_name).decay_rate:
if state.residences[i].health < 35+rounds_between_energy*game_layer.get_residence_blueprint(state.residences[i].building_name).decay_rate:
maintain = (True, i)
if (state.turn % rounds_between_energy == i) and not state.residences[i].build_progress < 100:
edit_temp = (True, i)
if maintain[0]: # check maintenance
game_layer.maintenance((state.residences[maintain[1]].X, state.residences[maintain[1]].Y))