refactor and clear up code (whitespaces etc)
This commit is contained in:
parent
3b55e5a597
commit
a830dd5d81
31
main.py
31
main.py
@ -31,7 +31,7 @@ def main():
|
||||
# start timeout timer
|
||||
start_time = time.time()
|
||||
state = game_layer.game_state
|
||||
chartMap()
|
||||
chart_map()
|
||||
while state.turn < state.max_turns:
|
||||
state = game_layer.game_state
|
||||
try:
|
||||
@ -40,7 +40,7 @@ def main():
|
||||
ema_k_value = (2/(rounds_between_energy+1))
|
||||
EMA_temp = state.current_temp * ema_k_value + EMA_temp*(1-ema_k_value)
|
||||
take_turn()
|
||||
except:
|
||||
except Exception:
|
||||
print(traceback.format_exc())
|
||||
game_layer.end_game()
|
||||
exit()
|
||||
@ -52,6 +52,7 @@ def main():
|
||||
print("Final score was: " + str(game_layer.get_score()["finalScore"]))
|
||||
return (state.game_id, game_layer.get_score()["finalScore"])
|
||||
|
||||
|
||||
def take_turn():
|
||||
global state
|
||||
if not use_prebuilt_strategy:
|
||||
@ -68,7 +69,6 @@ def take_turn():
|
||||
for error in state.errors:
|
||||
print("Error: " + error)
|
||||
|
||||
|
||||
# pre-made test strategy which came with starter kit
|
||||
if use_prebuilt_strategy:
|
||||
state = game_layer.game_state
|
||||
@ -107,6 +107,7 @@ def take_turn():
|
||||
for error in game_layer.game_state.errors:
|
||||
print("Error: " + error)
|
||||
|
||||
|
||||
def develop_society():
|
||||
global state, queue_timeout, available_tiles
|
||||
|
||||
@ -140,6 +141,7 @@ def develop_society():
|
||||
else:
|
||||
game_layer.wait()
|
||||
|
||||
|
||||
def something_needs_attention():
|
||||
global building_under_construction, edit_temp, maintain, state
|
||||
|
||||
@ -148,13 +150,13 @@ def something_needs_attention():
|
||||
for i in range(len(state.residences)):
|
||||
if (state.turn % rounds_between_energy == i) and not state.residences[i].build_progress < 100:
|
||||
edit_temp = (True, i)
|
||||
#check if need for maintainance
|
||||
# check if need for maintenance
|
||||
maintain = (False, 0)
|
||||
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:
|
||||
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))
|
||||
return True
|
||||
elif edit_temp[0]: # adjust temp of buildings
|
||||
@ -177,7 +179,7 @@ def something_needs_attention():
|
||||
else:
|
||||
return False
|
||||
|
||||
def chartMap():
|
||||
def chart_map():
|
||||
global state
|
||||
for x 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))
|
||||
optimize_available_tiles()
|
||||
|
||||
def adjustEnergy(currentBuilding):
|
||||
|
||||
def adjust_energy(current_building):
|
||||
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
|
||||
|
||||
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:
|
||||
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:
|
||||
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:
|
||||
print("you did it!")
|
||||
game_layer.wait()
|
||||
@ -208,7 +211,7 @@ def optimize_available_tiles():
|
||||
average_x = 0
|
||||
average_y = 0
|
||||
score_list = []
|
||||
for tile in available_tiles: #calc average coords
|
||||
for tile in available_tiles: # calc average coordinates
|
||||
average_x += tile[0]
|
||||
average_y += tile[1]
|
||||
average_x /= len(available_tiles)
|
||||
@ -217,6 +220,7 @@ def optimize_available_tiles():
|
||||
for tile in available_tiles:
|
||||
tile_score = abs(tile[0] - average_x) + abs(tile[1] - average_y)
|
||||
score_list.append((tile_score, tile))
|
||||
|
||||
def sort_key(e):
|
||||
return e[0]
|
||||
print("Sorting tile list")
|
||||
@ -225,6 +229,7 @@ def optimize_available_tiles():
|
||||
available_tiles[i] = score_list[i][1]
|
||||
print("average x,y: " + str(average_x) + ", " + str(average_y))
|
||||
|
||||
|
||||
def build(structure):
|
||||
global building_under_construction, rounds_between_energy, state
|
||||
print("Building " + structure)
|
||||
|
Reference in New Issue
Block a user