move function
This commit is contained in:
parent
2cda0a08b7
commit
9ae3b54c41
49
main.py
49
main.py
@ -142,10 +142,10 @@ def develop_society():
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for i in range(4):
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for i in range(4):
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if decision[0][0] == "build_residence": # build housing
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if decision[0][0] == "build_residence": # build housing
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queue_timeout = 5
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queue_timeout = 5
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#return build("ModernApartments")
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if len(state.residences) < len(state.available_residence_buildings):
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if len(state.residences) < len(state.available_residence_buildings):
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return build(state.available_residence_buildings[len(state.residences)].building_name)
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return build(state.available_residence_buildings[len(state.residences)].building_name)
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else:
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calculate_residence_score()
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if decision[0][0] == "build_utility": # build utilities
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if decision[0][0] == "build_utility": # build utilities
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return build("WindTurbine")
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return build("WindTurbine")
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@ -198,6 +198,7 @@ def something_needs_attention():
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else:
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else:
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return False
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return False
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def chart_map():
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def chart_map():
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global state
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global state
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for x in range(len(state.map) - 1):
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for x in range(len(state.map) - 1):
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@ -207,6 +208,28 @@ def chart_map():
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optimize_available_tiles()
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optimize_available_tiles()
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def optimize_available_tiles():
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global average_x, average_y, score_list
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average_x = 0
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average_y = 0
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score_list = []
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for tile in available_tiles: # calc average coordinates
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average_x += tile[0]
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average_y += tile[1]
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average_x /= len(available_tiles)
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average_y /= len(available_tiles)
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for tile in available_tiles:
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tile_score = abs(tile[0] - average_x) + abs(tile[1] - average_y)
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score_list.append((tile_score, tile))
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def sort_key(e):
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return e[0]
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score_list.sort(key=sort_key)
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for i in range(len(score_list)):
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available_tiles[i] = score_list[i][1]
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print("average x,y: " + str(average_x) + ", " + str(average_y))
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def adjust_energy(current_building):
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def adjust_energy(current_building):
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global rounds_between_energy, EMA_temp, state
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global rounds_between_energy, EMA_temp, state
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blueprint = game_layer.get_residence_blueprint(current_building.building_name)
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blueprint = game_layer.get_residence_blueprint(current_building.building_name)
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@ -233,28 +256,6 @@ def adjust_energy(current_building):
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return False
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return False
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def optimize_available_tiles():
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global average_x, average_y, score_list
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average_x = 0
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average_y = 0
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score_list = []
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for tile in available_tiles: # calc average coordinates
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average_x += tile[0]
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average_y += tile[1]
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average_x /= len(available_tiles)
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average_y /= len(available_tiles)
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for tile in available_tiles:
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tile_score = abs(tile[0] - average_x) + abs(tile[1] - average_y)
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score_list.append((tile_score, tile))
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def sort_key(e):
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return e[0]
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score_list.sort(key=sort_key)
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for i in range(len(score_list)):
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available_tiles[i] = score_list[i][1]
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print("average x,y: " + str(average_x) + ", " + str(average_y))
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def build(structure):
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def build(structure):
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global building_under_construction, rounds_between_energy, state
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global building_under_construction, rounds_between_energy, state
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# print("Building " + structure)
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# print("Building " + structure)
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