Merge branch 'linus' into felix-lek
This commit is contained in:
		
							
								
								
									
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								.gitignore
									
									
									
									
										vendored
									
									
								
							
							
						
						
									
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								.gitignore
									
									
									
									
										vendored
									
									
								
							@@ -1,4 +1,6 @@
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__pycache__/
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venv/
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.idea/
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										43
									
								
								main.py
									
									
									
									
									
								
							
							
						
						
									
										43
									
								
								main.py
									
									
									
									
									
								
							@@ -5,6 +5,8 @@ from sys import exit
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from game_layer import GameLayer
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import traceback
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timeUntilRunEnds = 30
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api_key = "74e3998d-ed3d-4d46-9ea8-6aab2efd8ae3"
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# The different map names can be found on considition.com/rules
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map_name = "training1"  # TODO: You map choice here. If left empty, the map "training1" will be selected.
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@@ -15,6 +17,7 @@ usePrebuiltStrategy = False
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def main():
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    #game_layer.force_end_game()
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    game_layer.new_game(map_name)
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    print("Starting game: " + game_layer.game_state.game_id)
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@@ -23,19 +26,55 @@ def main():
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    start_time = time.time()
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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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            take_turn()
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            linus_take_turn()
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        except:
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            print(traceback.format_exc())
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            game_layer.end_game()
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            exit()
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        time_diff = time.time() - start_time
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        if time_diff > 40:
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        if time_diff > timeUntilRunEnds:
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            game_layer.end_game()
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            exit()
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    print("Done with game: " + game_layer.game_state.game_id)
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    print("Final score was: " + str(game_layer.get_score()["finalScore"]))
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def linus_take_turn():
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    freeSpace = []
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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 j in range(len(state.map)-1):
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            if state.map[i][j] == 0:
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                freeSpace.append((i,j))
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    #print(mylist)
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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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    the_first_residence = state.residences[0]
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    if the_first_residence.build_progress < 100:
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        game_layer.build(freeSpace[2])
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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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    the_second_residence = state.residences[1]
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    if the_second_residence.build_progress < 100:
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        game_layer.build(freeSpace[3])
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    elif the_first_residence.health < 70:
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        game_layer.maintenance(freeSpace[2])
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    elif the_second_residence.health < 70:
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        game_layer.maintenance(freeSpace[3])
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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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    elif (state.utilities[0].build_progress < 100):
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        game_layer.build(freeSpace[4])
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    else:
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    # messages and errors for console log
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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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def take_turn():
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    if not usePrebuiltStrategy:
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