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5ac717cd7b |
32
main.py
32
main.py
@ -9,19 +9,16 @@ import random
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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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map_name = "London" # 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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# settings
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use_regulator = True # turns on if map max temp >21c
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other_upgrade_threshold = 0.9
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time_until_run_ends = 900
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use_regulator = False # turns on if map max temp >21c
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other_upgrade_threshold = 0.5
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time_until_run_ends = 90
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money_reserve_multiplier = 0.5
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temp_acc_multiplier = 1.125
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rounds_between_energy = 5
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round_buffer = 10
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funds_multiplier = 5
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upgrade_multiply = 10
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rounds_between_energy_offset=3
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round_buffer = 78
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# vars
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EMA_temp = None
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@ -50,7 +47,7 @@ def main():
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start_time = time.time()
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state = game_layer.game_state
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chart_map()
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if state.max_temp > 20:
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if state.max_temp > 21:
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use_regulator = True
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while state.turn < state.max_turns:
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state = game_layer.game_state
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@ -134,9 +131,6 @@ def develop_society():
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decision.sort(reverse=True, key=sort_key)
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print(decision)
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if state.turn == 0:
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return build("Mall")
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if decision[0][1] >= 0:
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if decision[0][0] == "build_residence": # build housing
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if best_residence:
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@ -162,7 +156,6 @@ def develop_society():
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if best_upgrade:
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game_layer.buy_upgrade((best_upgrade[2].X, best_upgrade[2].Y), best_upgrade[1])
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return True
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return False
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@ -247,7 +240,7 @@ def get_best_upgrade():
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def calculate_best_upgrade(current_building):
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global state, money_reserve_multiplier, funds_multiplier, upgrade_multiply
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global state, money_reserve_multiplier
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rounds_left = 700 - state.turn
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current_pop = current_building.current_pop
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@ -273,16 +266,11 @@ def calculate_best_upgrade(current_building):
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max_happiness = effect.max_happiness_increase * current_pop * rounds_left
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score = max_happiness/10 - co2
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# score = score / upgrade.cost
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score += score + funds_multiplier * (effect.building_income_increase * (4.5 * effect.mwh_production / 1000) * rounds_left) # money multiplier
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score *= upgrade_multiply
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#if (state.min_temp < -5 and upgrade.name == "Insulation"):
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# score = 1000
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best_upgrade.append((score, upgrade.name))
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def sort_key(e):
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return e[0]
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best_upgrade.sort(reverse=True, key=sort_key)
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print(best_upgrade)
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if not best_upgrade:
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return False
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return best_upgrade[0]
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@ -462,7 +450,7 @@ def adjust_energy(current_building):
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def build_place(structure, i):
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global building_under_construction, rounds_between_energy, state, rounds_between_energy_offset
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global building_under_construction, rounds_between_energy, state
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if isinstance(available_tiles[i], tuple):
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game_layer.place_foundation(available_tiles[i], structure)
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for j in range(len(state.residences)):
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@ -471,7 +459,7 @@ def build_place(structure, i):
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if coords_to_check == available_tiles[i]:
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available_tiles[i] = building
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building_under_construction = (building.X, building.Y, j)
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rounds_between_energy = len(state.residences)+rounds_between_energy_offset
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rounds_between_energy = len(state.residences)+2
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return True
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for j in range(len(state.utilities)):
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building = state.utilities[j]
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@ -494,7 +482,7 @@ def build(structure):
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if coords_to_check == available_tiles[i]:
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available_tiles[i] = building
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building_under_construction = (building.X, building.Y, j)
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rounds_between_energy = len(state.residences)+rounds_between_energy_offset
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rounds_between_energy = len(state.residences)+2
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return True
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for j in range(len(state.utilities)):
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building = state.utilities[j]
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