energy WORKING ema temp sak
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parent
0c49a3fb37
commit
cb2f1999d9
20
main.py
20
main.py
@ -14,8 +14,9 @@ game_layer = GameLayer(api_key)
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state = game_layer.game_state
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state = game_layer.game_state
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usePrebuiltStrategy = False
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usePrebuiltStrategy = False
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timeUntilRunEnds = 50
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timeUntilRunEnds = 50
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rounds_between_energy = 7
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rounds_between_energy = 6
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EMA_temp = None
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def main():
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def main():
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@ -26,8 +27,13 @@ def main():
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game_layer.start_game()
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game_layer.start_game()
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# exit game after timeout
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# exit game after timeout
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start_time = time.time()
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start_time = time.time()
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global EMA_temp
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while game_layer.game_state.turn < game_layer.game_state.max_turns:
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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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try:
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if EMA_temp is None:
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EMA_temp = game_layer.game_state.current_temp
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ema_k_value = (2/(rounds_between_energy+1))
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EMA_temp = game_layer.game_state.current_temp * ema_k_value + EMA_temp*(1-ema_k_value)
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linus_take_turn()
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linus_take_turn()
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except:
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except:
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print(traceback.format_exc())
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print(traceback.format_exc())
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@ -49,7 +55,6 @@ def linus_take_turn():
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if state.map[x][y] == 0:
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if state.map[x][y] == 0:
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freeSpace.append((x,y))
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freeSpace.append((x,y))
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#print(mylist)
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#if (i == 0 or i%5 == 0)and i<26:
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#if (i == 0 or i%5 == 0)and i<26:
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# game_layer.place_foundation(freeSpace[(i//5)+2], game_layer.game_state.available_residence_buildings[i//5].building_name)
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# game_layer.place_foundation(freeSpace[(i//5)+2], game_layer.game_state.available_residence_buildings[i//5].building_name)
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@ -70,7 +75,7 @@ def linus_take_turn():
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if the_third_residence.build_progress < 100:
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if the_third_residence.build_progress < 100:
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game_layer.build(freeSpace[5])
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game_layer.build(freeSpace[5])
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if len(state.residences) == 3:
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if len(state.residences) == 3:
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game_layer.place_foundation((4,4), game_layer.game_state.available_residence_buildings[5].building_name)
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game_layer.place_foundation((4,4), game_layer.game_state.available_residence_buildings[4].building_name)
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the_fourth_residence = state.residences[3]
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the_fourth_residence = state.residences[3]
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if the_fourth_residence.build_progress < 100:
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if the_fourth_residence.build_progress < 100:
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game_layer.build((4,4))
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game_layer.build((4,4))
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@ -82,7 +87,7 @@ def linus_take_turn():
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game_layer.build((4,5))
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game_layer.build((4,5))
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if len(state.residences) == 5:
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if len(state.residences) == 5:
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game_layer.place_foundation((4,6), game_layer.game_state.available_residence_buildings[5].building_name)
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game_layer.place_foundation((4,6), game_layer.game_state.available_residence_buildings[4].building_name)
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the_sixth_residence = state.residences[5]
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the_sixth_residence = state.residences[5]
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if (the_sixth_residence.build_progress < 100) and game_layer.game_state.funds > 4000:
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if (the_sixth_residence.build_progress < 100) and game_layer.game_state.funds > 4000:
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game_layer.build((4,6))
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game_layer.build((4,6))
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@ -192,11 +197,12 @@ def chartMap():
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availableTiles.append((x, y))
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availableTiles.append((x, y))
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def adjustEnergy(currentBuilding):
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def adjustEnergy(currentBuilding):
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global rounds_between_engery
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global rounds_between_energy
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global EMA_temp
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blueprint = game_layer.get_residence_blueprint(currentBuilding.building_name)
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blueprint = game_layer.get_residence_blueprint(currentBuilding.building_name)
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outDoorTemp = game_layer.game_state.current_temp
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outDoorTemp = game_layer.game_state.current_temp * 2 - EMA_temp
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temp_acceleration = (2*(21 - currentBuilding.temperature)/(rounds_between_energy**2))
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temp_acceleration = (2*(21 - currentBuilding.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 * currentBuilding.current_pop + (currentBuilding.temperature - outDoorTemp) * blueprint.emissivity) / 0.75) + blueprint.base_energy_need
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