Compare commits
2 Commits
Author | SHA1 | Date | |
---|---|---|---|
|
b80df9cd4f | ||
|
29e4a43f63 |
@ -1,8 +1,8 @@
|
|||||||
from game_layer import GameLayer
|
from game_layer import GameLayer
|
||||||
api_key = "74e3998d-ed3d-4d46-9ea8-6aab2efd8ae3"
|
api_key = "74e3998d-ed3d-4d46-9ea8-6aab2efd8ae3"
|
||||||
game_layer = GameLayer(api_key)
|
game_layer = GameLayer(api_key)
|
||||||
def clear_it():
|
state = game_layer.game_state
|
||||||
game_layer.force_end_game()
|
game_layer.force_end_game()
|
||||||
game_layer.force_end_game()
|
game_layer.force_end_game()
|
||||||
game_layer.force_end_game()
|
game_layer.force_end_game()
|
||||||
game_layer.force_end_game()
|
game_layer.force_end_game()
|
22
launcher.py
22
launcher.py
@ -1,22 +0,0 @@
|
|||||||
import main
|
|
||||||
import clearGames
|
|
||||||
from multiprocessing import Pool
|
|
||||||
|
|
||||||
proc_running = 4 # MAX 4!!!
|
|
||||||
|
|
||||||
|
|
||||||
def run_main(n):
|
|
||||||
result = main.main()
|
|
||||||
return result
|
|
||||||
|
|
||||||
|
|
||||||
def launch(list):
|
|
||||||
for result in list:
|
|
||||||
print("Game " + result[0] + " had a score of: " + str(result[1]))
|
|
||||||
|
|
||||||
|
|
||||||
if __name__ == '__main__':
|
|
||||||
clearGames.clear_it()
|
|
||||||
with Pool(proc_running) as p:
|
|
||||||
results = p.map(run_main, range(proc_running))
|
|
||||||
launch(results)
|
|
489
main.py
489
main.py
@ -5,41 +5,31 @@ from sys import exit
|
|||||||
from game_layer import GameLayer
|
from game_layer import GameLayer
|
||||||
import game_state
|
import game_state
|
||||||
import traceback
|
import traceback
|
||||||
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 = "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)
|
||||||
# settings
|
# settings
|
||||||
use_regulator = False # turns on if map max temp >21c
|
time_until_run_ends = 70
|
||||||
other_upgrade_threshold = 0.5
|
utilities = 3
|
||||||
time_until_run_ends = 90
|
money_reserve_multiplier = 1.5
|
||||||
money_reserve_multiplier = 0.5
|
desiredTemperature = 21
|
||||||
temp_acc_multiplier = 1.125
|
#logresidence[i][x] = temperatur nr X i byggnad med index i (andra byggnaden), samma i som state.residences
|
||||||
rounds_between_energy = 5
|
logResidenceInfo = []
|
||||||
round_buffer = 78
|
PID_Ivalues = []
|
||||||
|
|
||||||
# vars
|
|
||||||
EMA_temp = None
|
|
||||||
building_under_construction = None
|
|
||||||
available_tiles = []
|
|
||||||
state = None
|
|
||||||
queue_timeout = 1
|
|
||||||
edit_temp = None
|
|
||||||
maintain = None
|
|
||||||
|
|
||||||
|
|
||||||
def main():
|
def main():
|
||||||
global EMA_temp, rounds_between_energy, building_under_construction, available_tiles, state, queue_timeout, use_regulator
|
global EMA_temp, rounds_between_energy, building_under_construction, available_tiles, state, queue_timeout
|
||||||
# global vars
|
# global vars
|
||||||
rounds_between_energy = 5
|
rounds_between_energy = 5
|
||||||
EMA_temp = None
|
EMA_temp = None
|
||||||
ema_length = 16
|
|
||||||
building_under_construction = None
|
building_under_construction = None
|
||||||
available_tiles = []
|
available_tiles = []
|
||||||
queue_timeout = 1
|
queue_timeout = 1
|
||||||
|
|
||||||
|
|
||||||
game_layer.new_game(map_name)
|
game_layer.new_game(map_name)
|
||||||
print("Starting game: " + game_layer.game_state.game_id)
|
print("Starting game: " + game_layer.game_state.game_id)
|
||||||
game_layer.start_game()
|
game_layer.start_game()
|
||||||
@ -47,16 +37,16 @@ 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:
|
|
||||||
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
|
||||||
try:
|
try:
|
||||||
if EMA_temp is None:
|
if EMA_temp is None:
|
||||||
EMA_temp = state.current_temp
|
EMA_temp = state.current_temp
|
||||||
ema_k_value = (2/(ema_length+1))
|
ema_k_value = (2/(rounds_between_energy+1))
|
||||||
EMA_temp = state.current_temp * ema_k_value + EMA_temp*(1-ema_k_value)
|
EMA_temp = state.current_temp * ema_k_value + EMA_temp*(1-ema_k_value)
|
||||||
take_turn()
|
take_turn()
|
||||||
|
recordTempHistories(state.residences)
|
||||||
except Exception:
|
except Exception:
|
||||||
print(traceback.format_exc())
|
print(traceback.format_exc())
|
||||||
game_layer.end_game()
|
game_layer.end_game()
|
||||||
@ -88,36 +78,136 @@ def take_turn():
|
|||||||
for error in state.errors:
|
for error in state.errors:
|
||||||
print("Error: " + error)
|
print("Error: " + error)
|
||||||
|
|
||||||
|
#if (i == 0 or i%5 == 0)and i<26:
|
||||||
|
# game_layer.place_foundation(freeSpace[(i//5)+2], game_layer.game_state.available_residence_buildings[i//5].building_name)
|
||||||
|
'''
|
||||||
|
if (game_layer.game_state.turn == 0):
|
||||||
|
game_layer.place_foundation(freeSpace[2], game_layer.game_state.available_residence_buildings[0].building_name)
|
||||||
|
the_first_residence = state.residences[0]
|
||||||
|
if the_first_residence.build_progress < 100:
|
||||||
|
game_layer.build(freeSpace[2])
|
||||||
|
|
||||||
|
if len(state.residences) == 1:
|
||||||
|
game_layer.place_foundation(freeSpace[3], game_layer.game_state.available_residence_buildings[5].building_name)
|
||||||
|
the_second_residence = state.residences[1]
|
||||||
|
if the_second_residence.build_progress < 100:
|
||||||
|
game_layer.build(freeSpace[3])
|
||||||
|
|
||||||
|
if len(state.residences) == 2:
|
||||||
|
game_layer.place_foundation(freeSpace[5], game_layer.game_state.available_residence_buildings[1].building_name)
|
||||||
|
the_third_residence = state.residences[2]
|
||||||
|
if the_third_residence.build_progress < 100:
|
||||||
|
game_layer.build(freeSpace[5])
|
||||||
|
if len(state.residences) == 3:
|
||||||
|
game_layer.place_foundation((4,4), game_layer.game_state.available_residence_buildings[4].building_name)
|
||||||
|
the_fourth_residence = state.residences[3]
|
||||||
|
if the_fourth_residence.build_progress < 100:
|
||||||
|
game_layer.build((4,4))
|
||||||
|
|
||||||
|
if len(state.residences) == 4:
|
||||||
|
game_layer.place_foundation((4,5), game_layer.game_state.available_residence_buildings[3].building_name)
|
||||||
|
the_fifth_residence = state.residences[4]
|
||||||
|
if the_fifth_residence.build_progress < 100:
|
||||||
|
game_layer.build((4,5))
|
||||||
|
|
||||||
|
if len(state.residences) == 5:
|
||||||
|
game_layer.place_foundation((4,6), game_layer.game_state.available_residence_buildings[4].building_name)
|
||||||
|
the_sixth_residence = state.residences[5]
|
||||||
|
if (the_sixth_residence.build_progress < 100) and game_layer.game_state.funds > 4000:
|
||||||
|
game_layer.build((4,6))
|
||||||
|
|
||||||
|
|
||||||
|
for i in range(len(state.residences)):
|
||||||
|
if state.residences[i].health < 45:
|
||||||
|
game_layer.maintenance(state.residences[i].X, state.residences[i].Y)
|
||||||
|
|
||||||
|
for i in range(len(state.residences)):
|
||||||
|
if game_layer.game_state.turn % ROUNDVARIABLE == i:
|
||||||
|
adjustEnergy(the_first_residence)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
elif the_first_residence.health < :
|
||||||
|
game_layer.maintenance(freeSpace[2])
|
||||||
|
elif the_second_residence.health < 70:
|
||||||
|
game_layer.maintenance(freeSpace[3])
|
||||||
|
elif the_third_residence.health < 70:
|
||||||
|
game_layer.maintenance(freeSpace[5])
|
||||||
|
elif the_fourth_residence.health < 70:
|
||||||
|
game_layer.maintenance((4,4))
|
||||||
|
elif the_fifth_residence.health < 70:
|
||||||
|
game_layer.maintenance((4,5))
|
||||||
|
elif the_sixth_residence.health < 70:
|
||||||
|
game_layer.maintenance((4,6))
|
||||||
|
elif (the_second_residence.health > 70) and not len(state.utilities) > 0:
|
||||||
|
game_layer.place_foundation(freeSpace[4], game_layer.game_state.available_utility_buildings[2].building_name)
|
||||||
|
elif (state.utilities[0].build_progress < 100):
|
||||||
|
game_layer.build(freeSpace[4])
|
||||||
|
|
||||||
|
|
||||||
|
#elif (game_layer.game_state.turn > 35) and not len(state.utilities) > 1:
|
||||||
|
# game_layer.place_foundation((4,6), game_layer.game_state.available_utility_buildings[1].building_name)
|
||||||
|
#elif (state.utilities[1].build_progress < 100):
|
||||||
|
# game_layer.build((4,6))
|
||||||
|
|
||||||
|
elif (game_layer.game_state.turn % rounds_between_energy == 0):
|
||||||
|
adjustEnergy(the_first_residence)
|
||||||
|
elif (game_layer.game_state.turn % rounds_between_energy == 1):
|
||||||
|
adjustEnergy(the_second_residence)
|
||||||
|
elif (game_layer.game_state.turn % rounds_between_energy == 2):
|
||||||
|
adjustEnergy(the_third_residence)
|
||||||
|
elif (game_layer.game_state.turn % rounds_between_energy == 3):
|
||||||
|
adjustEnergy(the_fourth_residence)
|
||||||
|
elif (game_layer.game_state.turn % rounds_between_energy == 4):
|
||||||
|
adjustEnergy(the_fifth_residence)
|
||||||
|
elif (game_layer.game_state.turn % rounds_between_energy == 5):
|
||||||
|
adjustEnergy(the_sixth_residence)
|
||||||
|
else:
|
||||||
|
the_only_residence = state.residences[0]
|
||||||
|
if the_only_residence.build_progress < 100:
|
||||||
|
game_layer.build((the_only_residence.X, the_only_residence.Y))
|
||||||
|
elif the_only_residence.health < 50:
|
||||||
|
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)
|
||||||
|
'''
|
||||||
|
|
||||||
|
|
||||||
def develop_society():
|
def develop_society():
|
||||||
global state, queue_timeout, available_tiles, money_reserve_multiplier
|
global state, queue_timeout, available_tiles, utilities
|
||||||
queue_reset = 1
|
|
||||||
if queue_timeout > 1:
|
if queue_timeout > 1:
|
||||||
queue_timeout -= 1
|
queue_timeout -= 1
|
||||||
|
|
||||||
best_residence = calculate_best_residence()
|
|
||||||
best_utility = calculate_best_utility()
|
|
||||||
best_upgrade = get_best_upgrade()
|
|
||||||
build_residence_score = 0
|
|
||||||
build_utility_score = 0
|
|
||||||
build_upgrade_score = 0
|
|
||||||
# priority scores, 1 = very urgent, 0 = not urgent at all
|
# priority scores, 1 = very urgent, 0 = not urgent at all
|
||||||
if len(state.residences) < 1:
|
# queue modifier * funds modifier * existing houses modifier
|
||||||
build_residence_score = 1000
|
build_residence_score = (state.housing_queue / (15 * queue_timeout)) * (1 - (7500 / (1 + state.funds))) * (1 - (len(state.residences) / (1 + len(available_tiles) - utilities)))
|
||||||
elif (current_tot_pop() - max_tot_pop() + state.housing_queue) < 0:
|
|
||||||
build_residence_score = 0
|
|
||||||
elif (current_tot_pop() - max_tot_pop() + state.housing_queue) > 15 and queue_timeout <= 0:
|
|
||||||
build_residence_score = 1000
|
|
||||||
elif best_residence and best_residence[0] > 0:
|
|
||||||
build_residence_score = best_residence[0]
|
|
||||||
#
|
|
||||||
upgrade_residence_score = 0
|
upgrade_residence_score = 0
|
||||||
#
|
# existing houses modifier * funds modifier * existing utilities modifier
|
||||||
if best_utility and best_utility[0] > 0:
|
build_utility_score = (len(state.residences) / (1 + len(available_tiles)-utilities)) * (1 - (16000 / (1 + state.funds))) * (1 - (len(state.utilities) / utilities))
|
||||||
build_utility_score = best_utility[0]
|
# turn modifier * funds modifier
|
||||||
#
|
build_upgrade_score = (1 - (state.turn / 700)) * (2 - (15000 / (1 + state.funds)))
|
||||||
if best_upgrade and best_upgrade[0] > 0:
|
|
||||||
build_upgrade_score = best_upgrade[0]
|
if len(state.residences) < 1:
|
||||||
|
build_residence_score = 100
|
||||||
|
|
||||||
decision = [
|
decision = [
|
||||||
('build_residence', build_residence_score),
|
('build_residence', build_residence_score),
|
||||||
@ -125,40 +215,42 @@ def develop_society():
|
|||||||
('build_utility', build_utility_score),
|
('build_utility', build_utility_score),
|
||||||
('build_upgrade', build_upgrade_score)
|
('build_upgrade', build_upgrade_score)
|
||||||
]
|
]
|
||||||
|
|
||||||
def sort_key(e):
|
def sort_key(e):
|
||||||
return e[1]
|
return e[1]
|
||||||
decision.sort(reverse=True, key=sort_key)
|
decision.sort(reverse=True, key=sort_key)
|
||||||
print(decision)
|
|
||||||
|
|
||||||
if decision[0][1] >= 0:
|
for i in range(4):
|
||||||
if decision[0][0] == "build_residence": # build housing
|
if decision[0][0] == "build_residence": # build housing
|
||||||
if best_residence:
|
queue_timeout = 5
|
||||||
queue_timeout = queue_reset
|
#if len(state.residences) < len(state.available_residence_buildings):
|
||||||
if best_residence[2]:
|
# return build(state.available_residence_buildings[len(state.residences)].building_name)
|
||||||
return build_place(best_residence[1], best_residence[2])
|
#else:
|
||||||
else:
|
cbr = calculate_best_residence()
|
||||||
return build(best_residence[1])
|
if cbr:
|
||||||
|
return build(cbr[1])
|
||||||
if decision[0][0] == "build_utility": # build utilities
|
if decision[0][0] == "build_utility": # build utilities
|
||||||
if best_utility:
|
#return build("WindTurbine")
|
||||||
return build_place(best_utility[1], best_utility[2])
|
pass
|
||||||
if decision[0][0] == "upgrade_residence": # upgrade housing
|
if decision[0][0] == "upgrade_residence": # build utilities
|
||||||
pass
|
pass
|
||||||
if decision[0][0] == "build_upgrade": # build upgrades
|
if decision[0][0] == "build_upgrade": # build upgrades
|
||||||
if random.random() < other_upgrade_threshold:
|
|
||||||
for residence in state.residences:
|
for residence in state.residences:
|
||||||
if state.available_upgrades[0].name not in residence.effects and (money_reserve_multiplier*3500 < state.funds) and ((total_income() - 6) > 50):
|
if state.available_upgrades[0].name not in residence.effects and (money_reserve_multiplier*3500 < state.funds) and ((total_income() - 6) > 50):
|
||||||
game_layer.buy_upgrade((residence.X, residence.Y), state.available_upgrades[0].name)
|
game_layer.buy_upgrade((residence.X, residence.Y), state.available_upgrades[0].name)
|
||||||
return True
|
return True
|
||||||
if use_regulator and state.available_upgrades[5].name not in residence.effects and (money_reserve_multiplier*1250 < state.funds):
|
if state.available_upgrades[5].name not in residence.effects and (money_reserve_multiplier*1250 < state.funds):
|
||||||
game_layer.buy_upgrade((residence.X, residence.Y), state.available_upgrades[5].name)
|
game_layer.buy_upgrade((residence.X, residence.Y), state.available_upgrades[5].name)
|
||||||
return True
|
return True
|
||||||
if best_upgrade:
|
gbp = get_best_upgrade()
|
||||||
game_layer.buy_upgrade((best_upgrade[2].X, best_upgrade[2].Y), best_upgrade[1])
|
if gbp:
|
||||||
|
game_layer.buy_upgrade((gbp[2].X, gbp[2].Y), gbp[1])
|
||||||
return True
|
return True
|
||||||
|
del decision[0]
|
||||||
|
|
||||||
return False
|
return False
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
def something_needs_attention():
|
def something_needs_attention():
|
||||||
global building_under_construction, edit_temp, maintain, state, rounds_between_energy
|
global building_under_construction, edit_temp, maintain, state, rounds_between_energy
|
||||||
|
|
||||||
@ -167,8 +259,7 @@ def something_needs_attention():
|
|||||||
# check if need for maintenance
|
# check if need for maintenance
|
||||||
maintain = (False, 0)
|
maintain = (False, 0)
|
||||||
for i in range(len(state.residences)):
|
for i in range(len(state.residences)):
|
||||||
blueprint = game_layer.get_residence_blueprint(state.residences[i].building_name)
|
if state.residences[i].health < 35+rounds_between_energy*game_layer.get_residence_blueprint(state.residences[i].building_name).decay_rate:
|
||||||
if state.residences[i].health < 40+(max(((blueprint.maintenance_cost - state.funds) / (1+total_income())), 1) * blueprint.decay_rate):
|
|
||||||
maintain = (True, i)
|
maintain = (True, i)
|
||||||
if (state.turn % rounds_between_energy == i) and not state.residences[i].build_progress < 100:
|
if (state.turn % rounds_between_energy == i) and not state.residences[i].build_progress < 100:
|
||||||
edit_temp = (True, i)
|
edit_temp = (True, i)
|
||||||
@ -186,7 +277,7 @@ def something_needs_attention():
|
|||||||
return True
|
return True
|
||||||
elif (len(state.utilities)-1 >= building_under_construction[2]) and (state.utilities[building_under_construction[2]].build_progress < 100):
|
elif (len(state.utilities)-1 >= building_under_construction[2]) and (state.utilities[building_under_construction[2]].build_progress < 100):
|
||||||
game_layer.build((building_under_construction[0], building_under_construction[1]))
|
game_layer.build((building_under_construction[0], building_under_construction[1]))
|
||||||
if not state.utilities[building_under_construction[2]].build_progress < 100:
|
if not state.residences[building_under_construction[2]].build_progress < 100:
|
||||||
building_under_construction = None
|
building_under_construction = None
|
||||||
return True
|
return True
|
||||||
else:
|
else:
|
||||||
@ -196,22 +287,6 @@ def something_needs_attention():
|
|||||||
return False
|
return False
|
||||||
|
|
||||||
|
|
||||||
def max_tot_pop():
|
|
||||||
global state
|
|
||||||
max_pop = 0
|
|
||||||
for residence in state.residences:
|
|
||||||
max_pop += game_layer.get_blueprint(residence.building_name).max_pop
|
|
||||||
return max_pop
|
|
||||||
|
|
||||||
|
|
||||||
def current_tot_pop():
|
|
||||||
global state
|
|
||||||
current_pop = 0
|
|
||||||
for residence in state.residences:
|
|
||||||
current_pop += residence.current_pop
|
|
||||||
return current_pop
|
|
||||||
|
|
||||||
|
|
||||||
def total_income():
|
def total_income():
|
||||||
global state
|
global state
|
||||||
income = 0
|
income = 0
|
||||||
@ -240,7 +315,7 @@ def get_best_upgrade():
|
|||||||
|
|
||||||
|
|
||||||
def calculate_best_upgrade(current_building):
|
def calculate_best_upgrade(current_building):
|
||||||
global state, money_reserve_multiplier
|
global state
|
||||||
|
|
||||||
rounds_left = 700 - state.turn
|
rounds_left = 700 - state.turn
|
||||||
current_pop = current_building.current_pop
|
current_pop = current_building.current_pop
|
||||||
@ -252,20 +327,19 @@ def calculate_best_upgrade(current_building):
|
|||||||
if (upgrade.name not in current_building.effects) and ((total_income() + effect.building_income_increase) > 50) and (money_reserve_multiplier*upgrade.cost < state.funds):
|
if (upgrade.name not in current_building.effects) and ((total_income() + effect.building_income_increase) > 50) and (money_reserve_multiplier*upgrade.cost < state.funds):
|
||||||
average_outdoor_temp = (state.max_temp - state.min_temp)/2
|
average_outdoor_temp = (state.max_temp - state.min_temp)/2
|
||||||
|
|
||||||
average_heating_energy = max((((21 - average_outdoor_temp) * blueprint.emissivity * effect.emissivity_multiplier) / 0.75), 0)
|
average_heating_energy = (((21 - average_outdoor_temp) * blueprint.emissivity * effect.emissivity_multiplier) / 0.75)
|
||||||
old_average_heating_energy = max((((21 - average_outdoor_temp) * blueprint.emissivity) / 0.75), 0)
|
old_average_heating_energy = (((21 - average_outdoor_temp) * blueprint.emissivity) / 0.75)
|
||||||
|
|
||||||
lifetime_energy = (base_energy_need + effect.base_energy_mwh_increase + average_heating_energy - effect.mwh_production) * rounds_left
|
lifetime_energy = (base_energy_need + effect.base_energy_mwh_increase + average_heating_energy - effect.mwh_production) * rounds_left
|
||||||
old_lifetime_energy = (base_energy_need + old_average_heating_energy) * rounds_left
|
old_lifetime_energy = (base_energy_need + old_average_heating_energy) * rounds_left
|
||||||
|
|
||||||
upgrade_co2 = (effect.co2_per_pop_increase + 0.03) * current_pop * rounds_left + (0.1 * lifetime_energy / 1000)
|
|
||||||
if "Mall.2" in current_building.effects and upgrade.name == "Charger":
|
upgrade_co2 = (effect.co2_per_pop_increase * 0.03) * current_pop * rounds_left + (0.1 * lifetime_energy / 1000)
|
||||||
upgrade_co2 = (effect.co2_per_pop_increase - 0.009 + 0.03) * current_pop * rounds_left + (0.1 * lifetime_energy / 1000)
|
|
||||||
old_co2 = 0.03 * current_pop * rounds_left + (0.1 * old_lifetime_energy / 1000)
|
old_co2 = 0.03 * current_pop * rounds_left + (0.1 * old_lifetime_energy / 1000)
|
||||||
co2 = upgrade_co2 - old_co2
|
co2 = upgrade_co2 - old_co2
|
||||||
max_happiness = effect.max_happiness_increase * current_pop * rounds_left
|
max_happiness = effect.max_happiness_increase * rounds_left
|
||||||
|
|
||||||
score = max_happiness/10 - co2
|
score = max_happiness/10 - co2
|
||||||
# score = score / upgrade.cost
|
|
||||||
best_upgrade.append((score, upgrade.name))
|
best_upgrade.append((score, upgrade.name))
|
||||||
|
|
||||||
def sort_key(e):
|
def sort_key(e):
|
||||||
@ -276,88 +350,22 @@ def calculate_best_upgrade(current_building):
|
|||||||
return best_upgrade[0]
|
return best_upgrade[0]
|
||||||
|
|
||||||
|
|
||||||
def calculate_best_utility():
|
|
||||||
global state, money_reserve_multiplier, round_buffer
|
|
||||||
|
|
||||||
best_utility = []
|
|
||||||
for utility_blueprint in state.available_utility_buildings:
|
|
||||||
if state.turn >= utility_blueprint.release_tick and (money_reserve_multiplier*utility_blueprint.cost < state.funds):
|
|
||||||
rounds_left = 700 - state.turn - (100 / utility_blueprint.build_speed) - round_buffer
|
|
||||||
|
|
||||||
for i in range(len(available_tiles)):
|
|
||||||
if isinstance(available_tiles[i], tuple):
|
|
||||||
score = 0
|
|
||||||
cost = utility_blueprint.cost
|
|
||||||
for effect_name in utility_blueprint.effects:
|
|
||||||
effect = game_layer.get_effect(effect_name)
|
|
||||||
affected_people = tile_score(available_tiles[i], effect.radius, effect_name)[0]
|
|
||||||
affected_buildings = tile_score(available_tiles[i], effect.radius, effect_name)[1]
|
|
||||||
cost -= effect.building_income_increase * rounds_left
|
|
||||||
happiness_increase = affected_people * effect.max_happiness_increase * rounds_left
|
|
||||||
co2 = affected_people * effect.co2_per_pop_increase * rounds_left - effect.mwh_production * affected_buildings * rounds_left
|
|
||||||
score += happiness_increase / 10 - co2
|
|
||||||
# print(effect_name + " gave score " + str(score))
|
|
||||||
# score = score / cost
|
|
||||||
best_utility.append((score, utility_blueprint.building_name, i))
|
|
||||||
|
|
||||||
def sort_key(e):
|
|
||||||
return e[0]
|
|
||||||
best_utility.sort(reverse=True, key=sort_key)
|
|
||||||
# print(best_utility)
|
|
||||||
if not best_utility:
|
|
||||||
return False
|
|
||||||
return best_utility[0]
|
|
||||||
|
|
||||||
|
|
||||||
def calculate_best_residence():
|
def calculate_best_residence():
|
||||||
global state, money_reserve_multiplier, round_buffer
|
global state
|
||||||
|
|
||||||
|
rounds_left = 700 - state.turn
|
||||||
best_residence = []
|
best_residence = []
|
||||||
for residence_blueprint in state.available_residence_buildings:
|
for residence_blueprint in state.available_residence_buildings:
|
||||||
if state.turn >= residence_blueprint.release_tick and (money_reserve_multiplier*residence_blueprint.cost < state.funds):
|
if state.turn >= residence_blueprint.release_tick and (money_reserve_multiplier*residence_blueprint.cost < state.funds):
|
||||||
rounds_left = 700 - state.turn - (100 / residence_blueprint.build_speed) - round_buffer
|
|
||||||
|
|
||||||
average_outdoor_temp = (state.max_temp - state.min_temp)/2
|
average_outdoor_temp = (state.max_temp - state.min_temp)/2
|
||||||
average_heating_energy = ((0 - 0.04 * residence_blueprint.max_pop + (21 - average_outdoor_temp) * residence_blueprint.emissivity) / 0.75)
|
average_heating_energy = ((0 - 0.04 * residence_blueprint.max_pop + (21 - average_outdoor_temp) * residence_blueprint.emissivity) / 0.75)
|
||||||
lifetime_energy = (residence_blueprint.base_energy_need + average_heating_energy) * rounds_left
|
lifetime_energy = (residence_blueprint.base_energy_need + average_heating_energy) * rounds_left
|
||||||
|
|
||||||
distinct_residences = number_of_distinct_residences(residence_blueprint.building_name)
|
|
||||||
diversity = 1 + distinct_residences[0]/10
|
|
||||||
|
|
||||||
co2 = 0.03 * residence_blueprint.max_pop * rounds_left + residence_blueprint.co2_cost + (0.1 * lifetime_energy / 1000)
|
co2 = 0.03 * residence_blueprint.max_pop * rounds_left + residence_blueprint.co2_cost + (0.1 * lifetime_energy / 1000)
|
||||||
max_happiness = residence_blueprint.max_happiness * residence_blueprint.max_pop * rounds_left
|
max_happiness = residence_blueprint.max_happiness * rounds_left
|
||||||
max_happiness *= diversity
|
|
||||||
|
|
||||||
diversity_bonus = 0
|
score = residence_blueprint.max_pop*15 + max_happiness/10 - co2
|
||||||
if distinct_residences[1]:
|
best_residence.append((score, residence_blueprint.building_name))
|
||||||
happy = 0
|
|
||||||
for residence in state.residences:
|
|
||||||
happy += residence.happiness_per_tick_per_pop * residence.current_pop
|
|
||||||
diversity_bonus = (happy * rounds_left / 10) / 10
|
|
||||||
|
|
||||||
score = residence_blueprint.max_pop*15 + max_happiness / 10 - co2 + diversity_bonus
|
|
||||||
# score = score / residence_blueprint.cost
|
|
||||||
|
|
||||||
# calculate tiles near utils
|
|
||||||
best_foundation_tile = []
|
|
||||||
for i in range(len(available_tiles)):
|
|
||||||
tile = available_tiles[i]
|
|
||||||
if isinstance(tile, tuple):
|
|
||||||
for utility in state.utilities:
|
|
||||||
for effect_name in utility.effects:
|
|
||||||
effect = game_layer.get_effect(effect_name)
|
|
||||||
delta_x = abs(tile[0] - utility.X)
|
|
||||||
delta_y = abs(tile[1] - utility.Y)
|
|
||||||
distance = delta_x + delta_y
|
|
||||||
if (distance <= effect.radius):
|
|
||||||
best_foundation_tile.append((distance, i))
|
|
||||||
def sort_key(e):
|
|
||||||
return e[0]
|
|
||||||
best_foundation_tile.sort(key=sort_key)
|
|
||||||
if best_foundation_tile:
|
|
||||||
best_residence.append((score, residence_blueprint.building_name, best_foundation_tile[0][1]))
|
|
||||||
else:
|
|
||||||
best_residence.append((score, residence_blueprint.building_name, False))
|
|
||||||
|
|
||||||
def sort_key(e):
|
def sort_key(e):
|
||||||
return e[0]
|
return e[0]
|
||||||
@ -367,18 +375,6 @@ def calculate_best_residence():
|
|||||||
return best_residence[0]
|
return best_residence[0]
|
||||||
|
|
||||||
|
|
||||||
def number_of_distinct_residences(new_building):
|
|
||||||
global state
|
|
||||||
unique_names = []
|
|
||||||
for residence in state.residences:
|
|
||||||
if residence.building_name not in unique_names:
|
|
||||||
unique_names.append(residence.building_name)
|
|
||||||
if new_building not in unique_names:
|
|
||||||
unique_names.append(new_building)
|
|
||||||
return len(unique_names), True
|
|
||||||
return len(unique_names), False
|
|
||||||
|
|
||||||
|
|
||||||
def chart_map():
|
def chart_map():
|
||||||
global state
|
global state
|
||||||
for x in range(len(state.map) - 1):
|
for x in range(len(state.map) - 1):
|
||||||
@ -388,22 +384,20 @@ def chart_map():
|
|||||||
optimize_available_tiles()
|
optimize_available_tiles()
|
||||||
|
|
||||||
|
|
||||||
def tile_score(tile, radius, effect):
|
def evaluateTile(tile):
|
||||||
global state
|
# score -1 för att ta bort själva tilen man checkar
|
||||||
affected_people = 0
|
score = -1
|
||||||
affected_buildings = 0
|
x = tile[0]
|
||||||
# send back # of max people in radius
|
y = tile[1]
|
||||||
for residence in state.residences:
|
|
||||||
delta_x = abs(tile[0] - residence.X)
|
for i in range(5):
|
||||||
delta_y = abs(tile[1] - residence.Y)
|
for j in range(5):
|
||||||
distance = delta_x + delta_y
|
if state.map[x - 2 + i][y - 2 + i] and abs(i - 2) + abs(j - 2) <= 2:
|
||||||
if (distance <= radius) and effect not in residence.effects:
|
score += 1
|
||||||
affected_people += residence.current_pop
|
|
||||||
affected_buildings += 1
|
|
||||||
return affected_people, affected_buildings
|
|
||||||
|
|
||||||
|
|
||||||
def optimize_available_tiles():
|
def optimize_available_tiles():
|
||||||
|
global average_x, average_y, score_list
|
||||||
average_x = 0
|
average_x = 0
|
||||||
average_y = 0
|
average_y = 0
|
||||||
score_list = []
|
score_list = []
|
||||||
@ -421,10 +415,11 @@ def optimize_available_tiles():
|
|||||||
score_list.sort(key=sort_key)
|
score_list.sort(key=sort_key)
|
||||||
for i in range(len(score_list)):
|
for i in range(len(score_list)):
|
||||||
available_tiles[i] = score_list[i][1]
|
available_tiles[i] = score_list[i][1]
|
||||||
|
print("average x,y: " + str(average_x) + ", " + str(average_y))
|
||||||
|
|
||||||
|
|
||||||
def adjust_energy(current_building):
|
def adjust_energy(current_building):
|
||||||
global rounds_between_energy, EMA_temp, state, temp_acc_multiplier
|
global rounds_between_energy, EMA_temp, state
|
||||||
blueprint = game_layer.get_residence_blueprint(current_building.building_name)
|
blueprint = game_layer.get_residence_blueprint(current_building.building_name)
|
||||||
base_energy = blueprint.base_energy_need
|
base_energy = blueprint.base_energy_need
|
||||||
if "Charger" in current_building.effects:
|
if "Charger" in current_building.effects:
|
||||||
@ -434,48 +429,29 @@ def adjust_energy(current_building):
|
|||||||
if "Insulation" in current_building.effects:
|
if "Insulation" in current_building.effects:
|
||||||
emissivity *= 0.6
|
emissivity *= 0.6
|
||||||
|
|
||||||
out_door_temp = state.current_temp * 2 - EMA_temp
|
outDoorTemp = state.current_temp * 2 - EMA_temp
|
||||||
temp_acceleration = (2*(21 - current_building.temperature)/rounds_between_energy) * temp_acc_multiplier
|
temp_acceleration = (2*(21 - current_building.temperature)/(rounds_between_energy))
|
||||||
|
|
||||||
effective_energy_in = ((temp_acceleration - 0.04 * current_building.current_pop + (current_building.temperature - out_door_temp) * emissivity) / 0.75) + base_energy
|
effectiveEnergyIn = ((temp_acceleration - 0.04 * current_building.current_pop + (current_building.temperature - outDoorTemp) * emissivity) / 0.75) + base_energy
|
||||||
|
|
||||||
if effective_energy_in > base_energy:
|
if effectiveEnergyIn > base_energy:
|
||||||
game_layer.adjust_energy_level((current_building.X, current_building.Y), effective_energy_in)
|
game_layer.adjust_energy_level((current_building.X, current_building.Y), effectiveEnergyIn)
|
||||||
return True
|
return True
|
||||||
elif effective_energy_in < base_energy:
|
elif effectiveEnergyIn < base_energy:
|
||||||
game_layer.adjust_energy_level((current_building.X, current_building.Y), base_energy + 0.01)
|
game_layer.adjust_energy_level((current_building.X, current_building.Y), base_energy + 0.01)
|
||||||
return True
|
return True
|
||||||
else:
|
else:
|
||||||
return False
|
return False
|
||||||
|
|
||||||
|
|
||||||
def build_place(structure, i):
|
|
||||||
global building_under_construction, rounds_between_energy, state
|
|
||||||
if isinstance(available_tiles[i], tuple):
|
|
||||||
game_layer.place_foundation(available_tiles[i], structure)
|
|
||||||
for j in range(len(state.residences)):
|
|
||||||
building = state.residences[j]
|
|
||||||
coords_to_check = (building.X, building.Y)
|
|
||||||
if coords_to_check == available_tiles[i]:
|
|
||||||
available_tiles[i] = building
|
|
||||||
building_under_construction = (building.X, building.Y, j)
|
|
||||||
rounds_between_energy = len(state.residences)+2
|
|
||||||
return True
|
|
||||||
for j in range(len(state.utilities)):
|
|
||||||
building = state.utilities[j]
|
|
||||||
coords_to_check = (building.X, building.Y)
|
|
||||||
if coords_to_check == available_tiles[i]:
|
|
||||||
available_tiles[i] = building
|
|
||||||
building_under_construction = (building.X, building.Y, j)
|
|
||||||
return True
|
|
||||||
return False
|
|
||||||
|
|
||||||
|
|
||||||
def build(structure):
|
def build(structure):
|
||||||
global building_under_construction, rounds_between_energy, state
|
global building_under_construction, rounds_between_energy, state
|
||||||
|
# print("Building " + structure)
|
||||||
for i in range(len(available_tiles)):
|
for i in range(len(available_tiles)):
|
||||||
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 building in state.available_residence_buildings:
|
||||||
|
if structure in building.building_name:
|
||||||
for j in range(len(state.residences)):
|
for j in range(len(state.residences)):
|
||||||
building = state.residences[j]
|
building = state.residences[j]
|
||||||
coords_to_check = (building.X, building.Y)
|
coords_to_check = (building.X, building.Y)
|
||||||
@ -484,16 +460,103 @@ def build(structure):
|
|||||||
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)+2
|
||||||
return True
|
return True
|
||||||
|
for building in state.available_utility_buildings:
|
||||||
|
if structure in building.building_name:
|
||||||
for j in range(len(state.utilities)):
|
for j in range(len(state.utilities)):
|
||||||
building = state.utilities[j]
|
building = state.utilities[j]
|
||||||
coords_to_check = (building.X, building.Y)
|
coords_to_check = (building.X, building.Y)
|
||||||
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
|
||||||
return True
|
return True
|
||||||
return False
|
return False
|
||||||
|
|
||||||
|
|
||||||
|
def check_energies(buildings):
|
||||||
|
for building in enumerate(buildings):
|
||||||
|
if not 19 < building[1].temperature < 23:
|
||||||
|
adjust_energy_PID(building[0], building[1])
|
||||||
return False
|
return False
|
||||||
|
|
||||||
|
|
||||||
|
def adjust_energy_PID(index, current_building):
|
||||||
|
newEnergy = 0
|
||||||
|
blueprint = game_layer.get_residence_blueprint(current_building.building_name)
|
||||||
|
base_energy = blueprint.base_energy_need
|
||||||
|
global state, desiredTemperature, PID_Ivalues
|
||||||
|
KP, KI, KD = getBuildingConstants(current_building.building_name)
|
||||||
|
|
||||||
|
P = (desiredTemperature - current_building.temperature) * KP
|
||||||
|
I = current_building.I + (
|
||||||
|
desiredTemperature - current_building.temperature) * KI # TODO fixa current_bulding.I PID_Ivalues listan
|
||||||
|
D = calcCurrentD(logResidenceInfo[index]) * KD # jag är genius
|
||||||
|
|
||||||
|
newEnergy = P + I + D
|
||||||
|
|
||||||
|
if newEnergy + base_energy < base_energy:
|
||||||
|
game_layer.adjust_energy_level((current_building.X, current_building.Y), base_energy + 0.01)
|
||||||
|
return True
|
||||||
|
elif newEnergy + base_energy > base_energy:
|
||||||
|
game_layer.adjust_energy_level((current_building.X, current_building.Y), newEnergy + base_energy)
|
||||||
|
return True
|
||||||
|
else:
|
||||||
|
return False
|
||||||
|
|
||||||
|
|
||||||
|
def calcCurrentD(tmp_history):
|
||||||
|
# måste hitta necessaryDenominator för nytt nrDerivativeDots
|
||||||
|
ans = 0
|
||||||
|
consts = [-2, -1, 0, 1, 2]
|
||||||
|
nrDerivativeDots = 5 # endast udda antal
|
||||||
|
necessaryDenominator = 10
|
||||||
|
# for currDerivativeConstant in (range(-1*(nrDerivativeDots//2), (nrDerivativeDots//2)+1)): #+1 pga non-inclusive
|
||||||
|
for i in range(5):
|
||||||
|
ans += tmp_history[i] * consts[i]
|
||||||
|
|
||||||
|
return ans / necessaryDenominator
|
||||||
|
|
||||||
|
|
||||||
|
def recordTempHistories(buildings):
|
||||||
|
global logResidenceInfo, PID_Ivalues
|
||||||
|
while len(logResidenceInfo) < len(buildings):
|
||||||
|
logResidenceInfo.append([])
|
||||||
|
while len(PID_Ivalues) < len(buildings):
|
||||||
|
PID_Ivalues.append(3) # nu blir 3 I värdets start value på alla byggnader
|
||||||
|
|
||||||
|
for building in enumerate(buildings):
|
||||||
|
logResidenceInfo[building[0]].append(building[1].temperature)
|
||||||
|
|
||||||
|
# testHouse = buildings[0]
|
||||||
|
# testHouse.a = 1
|
||||||
|
# logResidenceInfo[0].append(testHouse.temperature)
|
||||||
|
|
||||||
|
# for building in buildings:
|
||||||
|
# building.tmp_History.append(building.temperature)
|
||||||
|
|
||||||
|
# f = open("tempLog.txt", "a+")
|
||||||
|
# f.write(str(game_layer.game_state.turn))
|
||||||
|
# f.write("; ")
|
||||||
|
# f.write(str(logResidenceInfo[0][-1]))
|
||||||
|
# f.write("; ")
|
||||||
|
# f.write(str(game_layer.game_state.current_temp))
|
||||||
|
# f.write("; ")
|
||||||
|
# if game_layer.game_state.turn > 5:
|
||||||
|
# d = calcCurrentD(logResidenceInfo[0][-5:])
|
||||||
|
# f.write(str(d))
|
||||||
|
# f.write("\r")
|
||||||
|
# f.close()
|
||||||
|
|
||||||
|
# if state.turn == 30:
|
||||||
|
# print(logResidenceInfo[0])
|
||||||
|
# for building in buildings:
|
||||||
|
# building.tmp_History.append(building.temperature)
|
||||||
|
|
||||||
|
|
||||||
|
def getBuildingConstants(building_name):
|
||||||
|
valuesDict = {"Apartments": (0.1, 0.3, 0.3), "ModernApartments": (0.1, 0.3, 0.3), "Cabin": (0.1, 0.3, 0.3),
|
||||||
|
"EnvironmentalHouse": (0.1, 0.3, 0.3), "HighRise": (0.1, 0.3, 0.3),
|
||||||
|
"LuxuryResidence": (0.1, 0.3, 0.3)}
|
||||||
|
return valuesDict.get(building_name)
|
||||||
if __name__ == "__main__":
|
if __name__ == "__main__":
|
||||||
main()
|
main()
|
||||||
|
Reference in New Issue
Block a user