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This repository has been archived on 2023-12-31. You can view files and clone it, but cannot push or open issues or pull requests.

2 Commits

Author SHA1 Message Date
Thefeli73
b23b7bf0c6 Tävlings speed fixes 2020-10-08 20:46:17 +02:00
Thefeli73
9c3d15412b change some vars 2020-10-08 18:11:21 +02:00

32
main.py
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@ -9,16 +9,19 @@ import random
api_key = "74e3998d-ed3d-4d46-9ea8-6aab2efd8ae3" 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 = "London" # TODO: You map choice here. If left empty, the map "training1" will be selected.
game_layer = GameLayer(api_key) game_layer = GameLayer(api_key)
# settings # settings
use_regulator = False # turns on if map max temp >21c use_regulator = True # turns on if map max temp >21c
other_upgrade_threshold = 0.5 other_upgrade_threshold = 0.9
time_until_run_ends = 90 time_until_run_ends = 900
money_reserve_multiplier = 0.5 money_reserve_multiplier = 0.5
temp_acc_multiplier = 1.125 temp_acc_multiplier = 1.125
rounds_between_energy = 5 rounds_between_energy = 5
round_buffer = 78 round_buffer = 10
funds_multiplier = 5
upgrade_multiply = 10
rounds_between_energy_offset=3
# vars # vars
EMA_temp = None EMA_temp = None
@ -47,7 +50,7 @@ def main():
start_time = time.time() start_time = time.time()
state = game_layer.game_state state = game_layer.game_state
chart_map() chart_map()
if state.max_temp > 21: if state.max_temp > 20:
use_regulator = True use_regulator = True
while state.turn < state.max_turns: while state.turn < state.max_turns:
state = game_layer.game_state state = game_layer.game_state
@ -131,6 +134,9 @@ def develop_society():
decision.sort(reverse=True, key=sort_key) decision.sort(reverse=True, key=sort_key)
print(decision) print(decision)
if state.turn == 0:
return build("Mall")
if decision[0][1] >= 0: if decision[0][1] >= 0:
if decision[0][0] == "build_residence": # build housing if decision[0][0] == "build_residence": # build housing
if best_residence: if best_residence:
@ -156,6 +162,7 @@ def develop_society():
if best_upgrade: if best_upgrade:
game_layer.buy_upgrade((best_upgrade[2].X, best_upgrade[2].Y), best_upgrade[1]) game_layer.buy_upgrade((best_upgrade[2].X, best_upgrade[2].Y), best_upgrade[1])
return True return True
return False return False
@ -240,7 +247,7 @@ def get_best_upgrade():
def calculate_best_upgrade(current_building): def calculate_best_upgrade(current_building):
global state, money_reserve_multiplier global state, money_reserve_multiplier, funds_multiplier, upgrade_multiply
rounds_left = 700 - state.turn rounds_left = 700 - state.turn
current_pop = current_building.current_pop current_pop = current_building.current_pop
@ -266,11 +273,16 @@ def calculate_best_upgrade(current_building):
max_happiness = effect.max_happiness_increase * current_pop * rounds_left max_happiness = effect.max_happiness_increase * current_pop * rounds_left
score = max_happiness/10 - co2 score = max_happiness/10 - co2
# score = score / upgrade.cost # score = score / upgrade.cost
score += score + funds_multiplier * (effect.building_income_increase * (4.5 * effect.mwh_production / 1000) * rounds_left) # money multiplier
score *= upgrade_multiply
#if (state.min_temp < -5 and upgrade.name == "Insulation"):
# score = 1000
best_upgrade.append((score, upgrade.name)) best_upgrade.append((score, upgrade.name))
def sort_key(e): def sort_key(e):
return e[0] return e[0]
best_upgrade.sort(reverse=True, key=sort_key) best_upgrade.sort(reverse=True, key=sort_key)
print(best_upgrade)
if not best_upgrade: if not best_upgrade:
return False return False
return best_upgrade[0] return best_upgrade[0]
@ -450,7 +462,7 @@ def adjust_energy(current_building):
def build_place(structure, i): def build_place(structure, i):
global building_under_construction, rounds_between_energy, state global building_under_construction, rounds_between_energy, state, rounds_between_energy_offset
if isinstance(available_tiles[i], tuple): if isinstance(available_tiles[i], tuple):
game_layer.place_foundation(available_tiles[i], structure) game_layer.place_foundation(available_tiles[i], structure)
for j in range(len(state.residences)): for j in range(len(state.residences)):
@ -459,7 +471,7 @@ def build_place(structure, i):
if coords_to_check == available_tiles[i]: if coords_to_check == available_tiles[i]:
available_tiles[i] = building available_tiles[i] = building
building_under_construction = (building.X, building.Y, j) building_under_construction = (building.X, building.Y, j)
rounds_between_energy = len(state.residences)+2 rounds_between_energy = len(state.residences)+rounds_between_energy_offset
return True return True
for j in range(len(state.utilities)): for j in range(len(state.utilities)):
building = state.utilities[j] building = state.utilities[j]
@ -482,7 +494,7 @@ def build(structure):
if coords_to_check == available_tiles[i]: if coords_to_check == available_tiles[i]:
available_tiles[i] = building available_tiles[i] = building
building_under_construction = (building.X, building.Y, j) building_under_construction = (building.X, building.Y, j)
rounds_between_energy = len(state.residences)+2 rounds_between_energy = len(state.residences)+rounds_between_energy_offset
return True return True
for j in range(len(state.utilities)): for j in range(len(state.utilities)):
building = state.utilities[j] building = state.utilities[j]