purge premade code
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1d238ecc2f
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39
main.py
39
main.py
@ -71,45 +71,6 @@ def take_turn():
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for error in state.errors:
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print("Error: " + error)
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# pre-made test strategy which came with starter kit
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'''
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state = game_layer.game_state
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if len(state.residences) < 1:
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for i in range(len(state.map)):
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for j in range(len(state.map)):
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if state.map[i][j] == 0:
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x = i
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y = j
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break
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game_layer.place_foundation((x, y), game_layer.game_state.available_residence_buildings[0].building_name)
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else:
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the_only_residence = state.residences[0]
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if the_only_residence.build_progress < 100:
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game_layer.build((the_only_residence.X, the_only_residence.Y))
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elif the_only_residence.health < 50:
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game_layer.maintenance((the_only_residence.X, the_only_residence.Y))
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elif the_only_residence.temperature < 18:
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blueprint = game_layer.get_residence_blueprint(the_only_residence.building_name)
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energy = blueprint.base_energy_need + 0.5 \
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+ (the_only_residence.temperature - state.current_temp) * blueprint.emissivity / 1 \
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- the_only_residence.current_pop * 0.04
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game_layer.adjust_energy_level((the_only_residence.X, the_only_residence.Y), energy)
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elif the_only_residence.temperature > 24:
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blueprint = game_layer.get_residence_blueprint(the_only_residence.building_name)
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energy = blueprint.base_energy_need - 0.5 \
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+ (the_only_residence.temperature - state.current_temp) * blueprint.emissivity / 1 \
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- the_only_residence.current_pop * 0.04
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game_layer.adjust_energy_level((the_only_residence.X, the_only_residence.Y), energy)
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elif state.available_upgrades[0].name not in the_only_residence.effects:
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game_layer.buy_upgrade((the_only_residence.X, the_only_residence.Y), state.available_upgrades[0].name)
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else:
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game_layer.wait()
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for message in game_layer.game_state.messages:
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print(message)
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for error in game_layer.game_state.errors:
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print("Error: " + error)
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'''
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def develop_society():
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global state, queue_timeout, available_tiles, utilities
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