refactor and clear up code (whitespaces etc)

This commit is contained in:
Thefeli73 2020-10-05 21:35:14 +02:00
parent 3b55e5a597
commit a830dd5d81

45
main.py
View File

@ -10,7 +10,7 @@ api_key = "74e3998d-ed3d-4d46-9ea8-6aab2efd8ae3"
# The different map names can be found on considition.com/rules # The different map names can be found on considition.com/rules
map_name = "training1" # TODO: You map choice here. If left empty, the map "training1" will be selected. map_name = "training1" # TODO: You map choice here. If left empty, the map "training1" will be selected.
game_layer = GameLayer(api_key) game_layer = GameLayer(api_key)
#settings # settings
use_prebuilt_strategy = False use_prebuilt_strategy = False
time_until_run_ends = 70 time_until_run_ends = 70
utilities = 3 utilities = 3
@ -18,7 +18,7 @@ utilities = 3
def main(): def main():
global EMA_temp, rounds_between_energy, building_under_construction, available_tiles, state, queue_timeout global EMA_temp, rounds_between_energy, building_under_construction, available_tiles, state, queue_timeout
#global vars # global vars
rounds_between_energy = 5 rounds_between_energy = 5
EMA_temp = None EMA_temp = None
building_under_construction = None building_under_construction = None
@ -31,7 +31,7 @@ def main():
# start timeout timer # start timeout timer
start_time = time.time() start_time = time.time()
state = game_layer.game_state state = game_layer.game_state
chartMap() chart_map()
while state.turn < state.max_turns: while state.turn < state.max_turns:
state = game_layer.game_state state = game_layer.game_state
try: try:
@ -40,7 +40,7 @@ def main():
ema_k_value = (2/(rounds_between_energy+1)) ema_k_value = (2/(rounds_between_energy+1))
EMA_temp = state.current_temp * ema_k_value + EMA_temp*(1-ema_k_value) EMA_temp = state.current_temp * ema_k_value + EMA_temp*(1-ema_k_value)
take_turn() take_turn()
except: except Exception:
print(traceback.format_exc()) print(traceback.format_exc())
game_layer.end_game() game_layer.end_game()
exit() exit()
@ -52,6 +52,7 @@ def main():
print("Final score was: " + str(game_layer.get_score()["finalScore"])) print("Final score was: " + str(game_layer.get_score()["finalScore"]))
return (state.game_id, game_layer.get_score()["finalScore"]) return (state.game_id, game_layer.get_score()["finalScore"])
def take_turn(): def take_turn():
global state global state
if not use_prebuilt_strategy: if not use_prebuilt_strategy:
@ -68,7 +69,6 @@ def take_turn():
for error in state.errors: for error in state.errors:
print("Error: " + error) print("Error: " + error)
# pre-made test strategy which came with starter kit # pre-made test strategy which came with starter kit
if use_prebuilt_strategy: if use_prebuilt_strategy:
state = game_layer.game_state state = game_layer.game_state
@ -107,10 +107,11 @@ def take_turn():
for error in game_layer.game_state.errors: for error in game_layer.game_state.errors:
print("Error: " + error) print("Error: " + error)
def develop_society(): def develop_society():
global state, queue_timeout, available_tiles global state, queue_timeout, available_tiles
#check if queue is full # check if queue is full
if (state.housing_queue > 10 + len(state.utilities) * 0.15) and queue_timeout >= 5: if (state.housing_queue > 10 + len(state.utilities) * 0.15) and queue_timeout >= 5:
queue_is_full = True queue_is_full = True
queue_timeout = 0 queue_timeout = 0
@ -131,33 +132,34 @@ def develop_society():
build("WindTurbine") build("WindTurbine")
elif state.funds > 30000 and len(state.residences) < 4: elif state.funds > 30000 and len(state.residences) < 4:
build("HighRise") build("HighRise")
elif queue_is_full: #build if queue full and can afford housing elif queue_is_full: # build if queue full and can afford housing
build("ModernApartments") build("ModernApartments")
elif build_upgrade_score: elif build_upgrade_score:
#if state.available_upgrades[0].name not in the_only_residence.effects: # 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) # game_layer.buy_upgrade((the_only_residence.X, the_only_residence.Y), state.available_upgrades[0].name)
pass pass
else: else:
game_layer.wait() game_layer.wait()
def something_needs_attention(): def something_needs_attention():
global building_under_construction, edit_temp, maintain, state global building_under_construction, edit_temp, maintain, state
#check if temp needs adjusting # check if temp needs adjusting
edit_temp = (False, 0) edit_temp = (False, 0)
for i in range(len(state.residences)): for i in range(len(state.residences)):
if (state.turn % rounds_between_energy == i) and not state.residences[i].build_progress < 100: if (state.turn % rounds_between_energy == i) and not state.residences[i].build_progress < 100:
edit_temp = (True, i) edit_temp = (True, i)
#check if need for maintainance # check if need for maintenance
maintain = (False, 0) maintain = (False, 0)
for i in range(len(state.residences)): 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 < 41+rounds_between_energy*game_layer.get_residence_blueprint(state.residences[i].building_name).decay_rate:
maintain = (True, i) maintain = (True, i)
if maintain[0]: #check maintainance if maintain[0]: # check maintenance
game_layer.maintenance((state.residences[maintain[1]].X, state.residences[maintain[1]].Y)) game_layer.maintenance((state.residences[maintain[1]].X, state.residences[maintain[1]].Y))
return True return True
elif edit_temp[0]: #adjust temp of buildings elif edit_temp[0]: # adjust temp of buildings
adjustEnergy(state.residences[edit_temp[1]]) adjustEnergy(state.residences[edit_temp[1]])
return True return True
elif building_under_construction is not None: #finish construction elif building_under_construction is not None: #finish construction
@ -177,7 +179,7 @@ def something_needs_attention():
else: else:
return False return False
def chartMap(): def chart_map():
global state global state
for x in range(len(state.map) - 1): for x in range(len(state.map) - 1):
for y in range(len(state.map) - 1): for y in range(len(state.map) - 1):
@ -185,19 +187,20 @@ def chartMap():
available_tiles.append((x, y)) available_tiles.append((x, y))
optimize_available_tiles() optimize_available_tiles()
def adjustEnergy(currentBuilding):
def adjust_energy(current_building):
global rounds_between_energy, EMA_temp, state global rounds_between_energy, EMA_temp, state
blueprint = game_layer.get_residence_blueprint(currentBuilding.building_name) blueprint = game_layer.get_residence_blueprint(current_building.building_name)
outDoorTemp = state.current_temp * 2 - EMA_temp outDoorTemp = state.current_temp * 2 - EMA_temp
temp_acceleration = (2*(21 - currentBuilding.temperature)/(rounds_between_energy)) temp_acceleration = (2*(21 - current_building.temperature)/(rounds_between_energy))
effectiveEnergyIn = ((temp_acceleration - 0.04 * currentBuilding.current_pop + (currentBuilding.temperature - outDoorTemp) * blueprint.emissivity) / 0.75) + blueprint.base_energy_need effectiveEnergyIn = ((temp_acceleration - 0.04 * current_building.current_pop + (current_building.temperature - outDoorTemp) * blueprint.emissivity) / 0.75) + blueprint.base_energy_need
if effectiveEnergyIn > blueprint.base_energy_need: if effectiveEnergyIn > blueprint.base_energy_need:
game_layer.adjust_energy_level((currentBuilding.X, currentBuilding.Y), effectiveEnergyIn) game_layer.adjust_energy_level((current_building.X, current_building.Y), effectiveEnergyIn)
elif effectiveEnergyIn < blueprint.base_energy_need: elif effectiveEnergyIn < blueprint.base_energy_need:
game_layer.adjust_energy_level((currentBuilding.X, currentBuilding.Y), blueprint.base_energy_need + 0.01) game_layer.adjust_energy_level((current_building.X, current_building.Y), blueprint.base_energy_need + 0.01)
else: else:
print("you did it!") print("you did it!")
game_layer.wait() game_layer.wait()
@ -208,7 +211,7 @@ def optimize_available_tiles():
average_x = 0 average_x = 0
average_y = 0 average_y = 0
score_list = [] score_list = []
for tile in available_tiles: #calc average coords for tile in available_tiles: # calc average coordinates
average_x += tile[0] average_x += tile[0]
average_y += tile[1] average_y += tile[1]
average_x /= len(available_tiles) average_x /= len(available_tiles)
@ -217,6 +220,7 @@ def optimize_available_tiles():
for tile in available_tiles: for tile in available_tiles:
tile_score = abs(tile[0] - average_x) + abs(tile[1] - average_y) tile_score = abs(tile[0] - average_x) + abs(tile[1] - average_y)
score_list.append((tile_score, tile)) score_list.append((tile_score, tile))
def sort_key(e): def sort_key(e):
return e[0] return e[0]
print("Sorting tile list") print("Sorting tile list")
@ -225,6 +229,7 @@ def optimize_available_tiles():
available_tiles[i] = score_list[i][1] available_tiles[i] = score_list[i][1]
print("average x,y: " + str(average_x) + ", " + str(average_y)) print("average x,y: " + str(average_x) + ", " + str(average_y))
def build(structure): def build(structure):
global building_under_construction, rounds_between_energy, state global building_under_construction, rounds_between_energy, state
print("Building " + structure) print("Building " + structure)