refactor and clear up code (whitespaces etc)
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parent
3b55e5a597
commit
a830dd5d81
45
main.py
45
main.py
@ -10,7 +10,7 @@ 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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# 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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map_name = "training1" # TODO: You map choice here. If left empty, the map "training1" will be selected.
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game_layer = GameLayer(api_key)
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game_layer = GameLayer(api_key)
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#settings
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# settings
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use_prebuilt_strategy = False
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use_prebuilt_strategy = False
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time_until_run_ends = 70
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time_until_run_ends = 70
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utilities = 3
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utilities = 3
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@ -18,7 +18,7 @@ utilities = 3
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def main():
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def main():
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global EMA_temp, rounds_between_energy, building_under_construction, available_tiles, state, queue_timeout
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global EMA_temp, rounds_between_energy, building_under_construction, available_tiles, state, queue_timeout
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#global vars
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# global vars
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rounds_between_energy = 5
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rounds_between_energy = 5
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EMA_temp = None
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EMA_temp = None
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building_under_construction = None
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building_under_construction = None
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@ -31,7 +31,7 @@ def main():
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# start timeout timer
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# start timeout timer
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start_time = time.time()
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start_time = time.time()
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state = game_layer.game_state
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state = game_layer.game_state
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chartMap()
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chart_map()
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while state.turn < state.max_turns:
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while state.turn < state.max_turns:
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state = game_layer.game_state
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state = game_layer.game_state
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try:
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try:
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@ -40,7 +40,7 @@ def main():
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ema_k_value = (2/(rounds_between_energy+1))
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ema_k_value = (2/(rounds_between_energy+1))
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EMA_temp = state.current_temp * ema_k_value + EMA_temp*(1-ema_k_value)
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EMA_temp = state.current_temp * ema_k_value + EMA_temp*(1-ema_k_value)
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take_turn()
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take_turn()
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except:
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except Exception:
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print(traceback.format_exc())
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print(traceback.format_exc())
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game_layer.end_game()
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game_layer.end_game()
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exit()
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exit()
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@ -52,6 +52,7 @@ def main():
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print("Final score was: " + str(game_layer.get_score()["finalScore"]))
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print("Final score was: " + str(game_layer.get_score()["finalScore"]))
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return (state.game_id, game_layer.get_score()["finalScore"])
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return (state.game_id, game_layer.get_score()["finalScore"])
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def take_turn():
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def take_turn():
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global state
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global state
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if not use_prebuilt_strategy:
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if not use_prebuilt_strategy:
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@ -68,7 +69,6 @@ def take_turn():
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for error in state.errors:
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for error in state.errors:
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print("Error: " + error)
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print("Error: " + error)
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# pre-made test strategy which came with starter kit
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# pre-made test strategy which came with starter kit
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if use_prebuilt_strategy:
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if use_prebuilt_strategy:
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state = game_layer.game_state
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state = game_layer.game_state
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@ -107,10 +107,11 @@ def take_turn():
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for error in game_layer.game_state.errors:
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for error in game_layer.game_state.errors:
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print("Error: " + error)
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print("Error: " + error)
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def develop_society():
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def develop_society():
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global state, queue_timeout, available_tiles
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global state, queue_timeout, available_tiles
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#check if queue is full
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# check if queue is full
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if (state.housing_queue > 10 + len(state.utilities) * 0.15) and queue_timeout >= 5:
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if (state.housing_queue > 10 + len(state.utilities) * 0.15) and queue_timeout >= 5:
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queue_is_full = True
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queue_is_full = True
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queue_timeout = 0
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queue_timeout = 0
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@ -131,33 +132,34 @@ def develop_society():
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build("WindTurbine")
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build("WindTurbine")
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elif state.funds > 30000 and len(state.residences) < 4:
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elif state.funds > 30000 and len(state.residences) < 4:
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build("HighRise")
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build("HighRise")
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elif queue_is_full: #build if queue full and can afford housing
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elif queue_is_full: # build if queue full and can afford housing
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build("ModernApartments")
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build("ModernApartments")
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elif build_upgrade_score:
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elif build_upgrade_score:
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#if state.available_upgrades[0].name not in the_only_residence.effects:
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# if 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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# game_layer.buy_upgrade((the_only_residence.X, the_only_residence.Y), state.available_upgrades[0].name)
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pass
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pass
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else:
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else:
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game_layer.wait()
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game_layer.wait()
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def something_needs_attention():
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def something_needs_attention():
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global building_under_construction, edit_temp, maintain, state
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global building_under_construction, edit_temp, maintain, state
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#check if temp needs adjusting
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# check if temp needs adjusting
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edit_temp = (False, 0)
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edit_temp = (False, 0)
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for i in range(len(state.residences)):
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for i in range(len(state.residences)):
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if (state.turn % rounds_between_energy == i) and not state.residences[i].build_progress < 100:
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if (state.turn % rounds_between_energy == i) and not state.residences[i].build_progress < 100:
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edit_temp = (True, i)
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edit_temp = (True, i)
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#check if need for maintainance
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# check if need for maintenance
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maintain = (False, 0)
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maintain = (False, 0)
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for i in range(len(state.residences)):
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for i in range(len(state.residences)):
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if state.residences[i].health < 41+rounds_between_energy*game_layer.get_residence_blueprint(state.residences[i].building_name).decay_rate:
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if state.residences[i].health < 41+rounds_between_energy*game_layer.get_residence_blueprint(state.residences[i].building_name).decay_rate:
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maintain = (True, i)
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maintain = (True, i)
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if maintain[0]: #check maintainance
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if maintain[0]: # check maintenance
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game_layer.maintenance((state.residences[maintain[1]].X, state.residences[maintain[1]].Y))
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game_layer.maintenance((state.residences[maintain[1]].X, state.residences[maintain[1]].Y))
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return True
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return True
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elif edit_temp[0]: #adjust temp of buildings
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elif edit_temp[0]: # adjust temp of buildings
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adjustEnergy(state.residences[edit_temp[1]])
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adjustEnergy(state.residences[edit_temp[1]])
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return True
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return True
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elif building_under_construction is not None: #finish construction
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elif building_under_construction is not None: #finish construction
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@ -177,7 +179,7 @@ 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 chartMap():
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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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for y in range(len(state.map) - 1):
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for y in range(len(state.map) - 1):
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@ -185,19 +187,20 @@ def chartMap():
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available_tiles.append((x, y))
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available_tiles.append((x, y))
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optimize_available_tiles()
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optimize_available_tiles()
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def adjustEnergy(currentBuilding):
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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(currentBuilding.building_name)
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blueprint = game_layer.get_residence_blueprint(current_building.building_name)
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outDoorTemp = state.current_temp * 2 - EMA_temp
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outDoorTemp = state.current_temp * 2 - EMA_temp
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temp_acceleration = (2*(21 - currentBuilding.temperature)/(rounds_between_energy))
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temp_acceleration = (2*(21 - current_building.temperature)/(rounds_between_energy))
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effectiveEnergyIn = ((temp_acceleration - 0.04 * currentBuilding.current_pop + (currentBuilding.temperature - outDoorTemp) * blueprint.emissivity) / 0.75) + blueprint.base_energy_need
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effectiveEnergyIn = ((temp_acceleration - 0.04 * current_building.current_pop + (current_building.temperature - outDoorTemp) * blueprint.emissivity) / 0.75) + blueprint.base_energy_need
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if effectiveEnergyIn > blueprint.base_energy_need:
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if effectiveEnergyIn > blueprint.base_energy_need:
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game_layer.adjust_energy_level((currentBuilding.X, currentBuilding.Y), effectiveEnergyIn)
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game_layer.adjust_energy_level((current_building.X, current_building.Y), effectiveEnergyIn)
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elif effectiveEnergyIn < blueprint.base_energy_need:
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elif effectiveEnergyIn < blueprint.base_energy_need:
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game_layer.adjust_energy_level((currentBuilding.X, currentBuilding.Y), blueprint.base_energy_need + 0.01)
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game_layer.adjust_energy_level((current_building.X, current_building.Y), blueprint.base_energy_need + 0.01)
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else:
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else:
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print("you did it!")
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print("you did it!")
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game_layer.wait()
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game_layer.wait()
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@ -208,7 +211,7 @@ def optimize_available_tiles():
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average_x = 0
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average_x = 0
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average_y = 0
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average_y = 0
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score_list = []
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score_list = []
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for tile in available_tiles: #calc average coords
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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_x += tile[0]
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average_y += tile[1]
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average_y += tile[1]
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average_x /= len(available_tiles)
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average_x /= len(available_tiles)
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@ -217,6 +220,7 @@ def optimize_available_tiles():
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for tile in 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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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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score_list.append((tile_score, tile))
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def sort_key(e):
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def sort_key(e):
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return e[0]
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return e[0]
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print("Sorting tile list")
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print("Sorting tile list")
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@ -225,6 +229,7 @@ def optimize_available_tiles():
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available_tiles[i] = score_list[i][1]
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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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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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