Merge remote-tracking branch 'origin/felix-lek' into linus

This commit is contained in:
linhara 2020-10-03 14:32:16 +02:00
commit be9f53a6bb

85
main.py
View File

@ -1,11 +1,12 @@
import api # import api
from game_layer import GameLayer from game_layer import GameLayer
api_key = "74e3998d-ed3d-4d46-9ea8-6aab2efd8ae3" # TODO: Your api key here 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)
useTestStrategy = False
def main(): def main():
@ -22,42 +23,54 @@ def take_turn():
# TODO Implement your artificial intelligence here. # TODO Implement your artificial intelligence here.
# TODO Take one action per turn until the game ends. # TODO Take one action per turn until the game ends.
# TODO The following is a short example of how to use the StarterKit # TODO The following is a short example of how to use the StarterKit
if not useTestStrategy:
state = game_layer.game_state
state = game_layer.game_state # messages and errors for console log
if len(state.residences) < 1: for message in game_layer.game_state.messages:
for i in range(len(state.map)): print(message)
for j in range(len(state.map)): for error in game_layer.game_state.errors:
if state.map[i][j] == 0: print("Error: " + error)
x = i
y = j # pre-made test strategy
break # which came with
game_layer.place_foundation((x, y), game_layer.game_state.available_residence_buildings[0].building_name) # starter kit
else: if useTestStrategy:
the_only_residence = state.residences[0] state = game_layer.game_state
if the_only_residence.build_progress < 100: if len(state.residences) < 1:
game_layer.build((the_only_residence.X, the_only_residence.Y)) for i in range(len(state.map)):
elif the_only_residence.health < 50: for j in range(len(state.map)):
game_layer.maintenance((the_only_residence.X, the_only_residence.Y)) if state.map[i][j] == 0:
elif the_only_residence.temperature < 18: x = i
blueprint = game_layer.get_residence_blueprint(the_only_residence.building_name) y = j
energy = blueprint.base_energy_need + 0.5 \ break
+ (the_only_residence.temperature - state.current_temp) * blueprint.emissivity / 1 \ game_layer.place_foundation((x, y), game_layer.game_state.available_residence_buildings[0].building_name)
- the_only_residence.current_pop * 0.04
game_layer.adjust_energy_level((the_only_residence.X, the_only_residence.Y), energy)
elif the_only_residence.temperature > 24:
blueprint = game_layer.get_residence_blueprint(the_only_residence.building_name)
energy = blueprint.base_energy_need - 0.5 \
+ (the_only_residence.temperature - state.current_temp) * blueprint.emissivity / 1 \
- the_only_residence.current_pop * 0.04
game_layer.adjust_energy_level((the_only_residence.X, the_only_residence.Y), energy)
elif 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)
else: else:
game_layer.wait() the_only_residence = state.residences[0]
for message in game_layer.game_state.messages: if the_only_residence.build_progress < 100:
print(message) game_layer.build((the_only_residence.X, the_only_residence.Y))
for error in game_layer.game_state.errors: elif the_only_residence.health < 50:
print("Error: " + error) game_layer.maintenance((the_only_residence.X, the_only_residence.Y))
elif the_only_residence.temperature < 18:
blueprint = game_layer.get_residence_blueprint(the_only_residence.building_name)
energy = blueprint.base_energy_need + 0.5 \
+ (the_only_residence.temperature - state.current_temp) * blueprint.emissivity / 1 \
- the_only_residence.current_pop * 0.04
game_layer.adjust_energy_level((the_only_residence.X, the_only_residence.Y), energy)
elif the_only_residence.temperature > 24:
blueprint = game_layer.get_residence_blueprint(the_only_residence.building_name)
energy = blueprint.base_energy_need - 0.5 \
+ (the_only_residence.temperature - state.current_temp) * blueprint.emissivity / 1 \
- the_only_residence.current_pop * 0.04
game_layer.adjust_energy_level((the_only_residence.X, the_only_residence.Y), energy)
elif 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)
else:
game_layer.wait()
for message in game_layer.game_state.messages:
print(message)
for error in game_layer.game_state.errors:
print("Error: " + error)
if __name__ == "__main__": if __name__ == "__main__":