Compare commits
2 Commits
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b80df9cd4f | ||
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29e4a43f63 |
@ -1,7 +0,0 @@
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import main
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number_of_launches = 6
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result_list = []
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for i in range(number_of_launches):
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result_list.append(main.main())
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for result in result_list:
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print("Game " + result[0] + " had a score of: " + str(result[1]))
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197
main.py
197
main.py
@ -14,6 +14,10 @@ game_layer = GameLayer(api_key)
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time_until_run_ends = 70
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time_until_run_ends = 70
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utilities = 3
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utilities = 3
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money_reserve_multiplier = 1.5
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money_reserve_multiplier = 1.5
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desiredTemperature = 21
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#logresidence[i][x] = temperatur nr X i byggnad med index i (andra byggnaden), samma i som state.residences
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logResidenceInfo = []
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PID_Ivalues = []
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def main():
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def main():
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@ -25,6 +29,7 @@ def main():
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available_tiles = []
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available_tiles = []
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queue_timeout = 1
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queue_timeout = 1
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game_layer.new_game(map_name)
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game_layer.new_game(map_name)
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print("Starting game: " + game_layer.game_state.game_id)
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print("Starting game: " + game_layer.game_state.game_id)
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game_layer.start_game()
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game_layer.start_game()
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@ -32,6 +37,7 @@ def main():
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start_time = time.time()
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start_time = time.time()
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state = game_layer.game_state
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state = game_layer.game_state
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chart_map()
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chart_map()
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while state.turn < state.max_turns:
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while state.turn < state.max_turns:
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state = game_layer.game_state
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state = game_layer.game_state
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try:
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try:
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@ -40,6 +46,7 @@ def main():
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ema_k_value = (2/(rounds_between_energy+1))
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ema_k_value = (2/(rounds_between_energy+1))
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EMA_temp = state.current_temp * ema_k_value + EMA_temp*(1-ema_k_value)
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EMA_temp = state.current_temp * ema_k_value + EMA_temp*(1-ema_k_value)
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take_turn()
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take_turn()
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recordTempHistories(state.residences)
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except Exception:
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except Exception:
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print(traceback.format_exc())
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print(traceback.format_exc())
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game_layer.end_game()
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game_layer.end_game()
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@ -71,17 +78,90 @@ def take_turn():
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for error in state.errors:
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for error in state.errors:
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print("Error: " + error)
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print("Error: " + error)
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# pre-made test strategy which came with starter kit
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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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'''
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'''
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state = game_layer.game_state
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if (game_layer.game_state.turn == 0):
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if len(state.residences) < 1:
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game_layer.place_foundation(freeSpace[2], game_layer.game_state.available_residence_buildings[0].building_name)
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for i in range(len(state.map)):
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the_first_residence = state.residences[0]
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for j in range(len(state.map)):
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if the_first_residence.build_progress < 100:
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if state.map[i][j] == 0:
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game_layer.build(freeSpace[2])
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x = i
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y = j
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if len(state.residences) == 1:
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break
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game_layer.place_foundation(freeSpace[3], game_layer.game_state.available_residence_buildings[5].building_name)
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game_layer.place_foundation((x, y), game_layer.game_state.available_residence_buildings[0].building_name)
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the_second_residence = state.residences[1]
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if the_second_residence.build_progress < 100:
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game_layer.build(freeSpace[3])
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if len(state.residences) == 2:
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game_layer.place_foundation(freeSpace[5], game_layer.game_state.available_residence_buildings[1].building_name)
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the_third_residence = state.residences[2]
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if the_third_residence.build_progress < 100:
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game_layer.build(freeSpace[5])
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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[4].building_name)
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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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game_layer.build((4,4))
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if len(state.residences) == 4:
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game_layer.place_foundation((4,5), game_layer.game_state.available_residence_buildings[3].building_name)
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the_fifth_residence = state.residences[4]
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if the_fifth_residence.build_progress < 100:
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game_layer.build((4,5))
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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[4].building_name)
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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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game_layer.build((4,6))
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for i in range(len(state.residences)):
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if state.residences[i].health < 45:
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game_layer.maintenance(state.residences[i].X, state.residences[i].Y)
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for i in range(len(state.residences)):
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if game_layer.game_state.turn % ROUNDVARIABLE == i:
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adjustEnergy(the_first_residence)
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elif the_first_residence.health < :
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game_layer.maintenance(freeSpace[2])
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elif the_second_residence.health < 70:
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game_layer.maintenance(freeSpace[3])
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elif the_third_residence.health < 70:
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game_layer.maintenance(freeSpace[5])
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elif the_fourth_residence.health < 70:
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game_layer.maintenance((4,4))
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elif the_fifth_residence.health < 70:
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game_layer.maintenance((4,5))
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elif the_sixth_residence.health < 70:
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game_layer.maintenance((4,6))
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elif (the_second_residence.health > 70) and not len(state.utilities) > 0:
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game_layer.place_foundation(freeSpace[4], game_layer.game_state.available_utility_buildings[2].building_name)
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elif (state.utilities[0].build_progress < 100):
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game_layer.build(freeSpace[4])
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#elif (game_layer.game_state.turn > 35) and not len(state.utilities) > 1:
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# game_layer.place_foundation((4,6), game_layer.game_state.available_utility_buildings[1].building_name)
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#elif (state.utilities[1].build_progress < 100):
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# game_layer.build((4,6))
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elif (game_layer.game_state.turn % rounds_between_energy == 0):
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adjustEnergy(the_first_residence)
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elif (game_layer.game_state.turn % rounds_between_energy == 1):
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adjustEnergy(the_second_residence)
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elif (game_layer.game_state.turn % rounds_between_energy == 2):
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adjustEnergy(the_third_residence)
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elif (game_layer.game_state.turn % rounds_between_energy == 3):
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adjustEnergy(the_fourth_residence)
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elif (game_layer.game_state.turn % rounds_between_energy == 4):
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adjustEnergy(the_fifth_residence)
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elif (game_layer.game_state.turn % rounds_between_energy == 5):
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adjustEnergy(the_sixth_residence)
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else:
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else:
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the_only_residence = state.residences[0]
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the_only_residence = state.residences[0]
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if the_only_residence.build_progress < 100:
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if the_only_residence.build_progress < 100:
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@ -304,6 +384,18 @@ def chart_map():
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optimize_available_tiles()
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optimize_available_tiles()
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def evaluateTile(tile):
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# score -1 för att ta bort själva tilen man checkar
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score = -1
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x = tile[0]
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y = tile[1]
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for i in range(5):
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for j in range(5):
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if state.map[x - 2 + i][y - 2 + i] and abs(i - 2) + abs(j - 2) <= 2:
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score += 1
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def optimize_available_tiles():
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def optimize_available_tiles():
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global average_x, average_y, score_list
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global average_x, average_y, score_list
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average_x = 0
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average_x = 0
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@ -381,5 +473,90 @@ def build(structure):
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return False
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return False
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def check_energies(buildings):
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for building in enumerate(buildings):
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if not 19 < building[1].temperature < 23:
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adjust_energy_PID(building[0], building[1])
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return False
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def adjust_energy_PID(index, current_building):
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newEnergy = 0
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blueprint = game_layer.get_residence_blueprint(current_building.building_name)
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base_energy = blueprint.base_energy_need
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global state, desiredTemperature, PID_Ivalues
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KP, KI, KD = getBuildingConstants(current_building.building_name)
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P = (desiredTemperature - current_building.temperature) * KP
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I = current_building.I + (
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desiredTemperature - current_building.temperature) * KI # TODO fixa current_bulding.I PID_Ivalues listan
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D = calcCurrentD(logResidenceInfo[index]) * KD # jag är genius
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newEnergy = P + I + D
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if newEnergy + base_energy < base_energy:
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game_layer.adjust_energy_level((current_building.X, current_building.Y), base_energy + 0.01)
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return True
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elif newEnergy + base_energy > base_energy:
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game_layer.adjust_energy_level((current_building.X, current_building.Y), newEnergy + base_energy)
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return True
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else:
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return False
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def calcCurrentD(tmp_history):
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# måste hitta necessaryDenominator för nytt nrDerivativeDots
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ans = 0
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consts = [-2, -1, 0, 1, 2]
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nrDerivativeDots = 5 # endast udda antal
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necessaryDenominator = 10
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# for currDerivativeConstant in (range(-1*(nrDerivativeDots//2), (nrDerivativeDots//2)+1)): #+1 pga non-inclusive
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for i in range(5):
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ans += tmp_history[i] * consts[i]
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return ans / necessaryDenominator
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def recordTempHistories(buildings):
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global logResidenceInfo, PID_Ivalues
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while len(logResidenceInfo) < len(buildings):
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logResidenceInfo.append([])
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while len(PID_Ivalues) < len(buildings):
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PID_Ivalues.append(3) # nu blir 3 I värdets start value på alla byggnader
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for building in enumerate(buildings):
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logResidenceInfo[building[0]].append(building[1].temperature)
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# testHouse = buildings[0]
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# testHouse.a = 1
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# logResidenceInfo[0].append(testHouse.temperature)
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# for building in buildings:
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# building.tmp_History.append(building.temperature)
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# f = open("tempLog.txt", "a+")
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# f.write(str(game_layer.game_state.turn))
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# f.write("; ")
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# f.write(str(logResidenceInfo[0][-1]))
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# f.write("; ")
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# f.write(str(game_layer.game_state.current_temp))
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# f.write("; ")
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# if game_layer.game_state.turn > 5:
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# d = calcCurrentD(logResidenceInfo[0][-5:])
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# f.write(str(d))
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# f.write("\r")
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# f.close()
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# if state.turn == 30:
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# print(logResidenceInfo[0])
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# for building in buildings:
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# building.tmp_History.append(building.temperature)
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def getBuildingConstants(building_name):
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valuesDict = {"Apartments": (0.1, 0.3, 0.3), "ModernApartments": (0.1, 0.3, 0.3), "Cabin": (0.1, 0.3, 0.3),
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"EnvironmentalHouse": (0.1, 0.3, 0.3), "HighRise": (0.1, 0.3, 0.3),
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"LuxuryResidence": (0.1, 0.3, 0.3)}
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return valuesDict.get(building_name)
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if __name__ == "__main__":
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if __name__ == "__main__":
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main()
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main()
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Reference in New Issue
Block a user