diff --git a/main.py b/main.py index c8af3d4..40602b1 100644 --- a/main.py +++ b/main.py @@ -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))