# import api import time import sys from sys import exit from game_layer import GameLayer import traceback api_key = "74e3998d-ed3d-4d46-9ea8-6aab2efd8ae3" # 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. game_layer = GameLayer(api_key) state = game_layer.game_state usePrebuiltStrategy = False timeUntilRunEnds = 50 rounds_between_energy = 7 def main(): #game_layer.force_end_game() game_layer.new_game(map_name) print("Starting game: " + game_layer.game_state.game_id) game_layer.start_game() # exit game after timeout start_time = time.time() while game_layer.game_state.turn < game_layer.game_state.max_turns: try: linus_take_turn() except: print(traceback.format_exc()) game_layer.end_game() exit() time_diff = time.time() - start_time if time_diff > timeUntilRunEnds: game_layer.end_game() exit() print("Done with game: " + game_layer.game_state.game_id) print("Final score was: " + str(game_layer.get_score()["finalScore"])) def linus_take_turn(): freeSpace = [] state = game_layer.game_state for x in range(len(state.map)-1): for y in range(len(state.map)-1): if state.map[x][y] == 0: freeSpace.append((x,y)) #print(mylist) #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[5].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[5].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)) elif the_first_residence.health < 70: 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: # messages and errors for console log 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 take_turn(): if not usePrebuiltStrategy: # TODO Implement your artificial intelligence here. # TODO Take one action per turn until the game ends. # TODO The following is a short example of how to use the StarterKit # messages and errors for console log for message in game_layer.game_state.messages: print(message) for error in game_layer.game_state.errors: print("Error: " + error) # pre-made test strategy # which came with # starter kit if usePrebuiltStrategy: state = game_layer.game_state if len(state.residences) < 1: for i in range(len(state.map)): for j in range(len(state.map)): if state.map[i][j] == 0: x = i y = j break game_layer.place_foundation((x, y), game_layer.game_state.available_residence_buildings[0].building_name) 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 chartMap(): availableTiles = [] for x in range(len(state.map) - 1): for y in range(len(state.map) - 1): if state.map[x][y] == 0: availableTiles.append((x, y)) def adjustEnergy(currentBuilding): global rounds_between_engery blueprint = game_layer.get_residence_blueprint(currentBuilding.building_name) outDoorTemp = game_layer.game_state.current_temp temp_acceleration = (2*(21 - currentBuilding.temperature)/(rounds_between_energy**2)) effectiveEnergyIn = ((temp_acceleration - 0.04 * currentBuilding.current_pop + (currentBuilding.temperature - outDoorTemp) * blueprint.emissivity) / 0.75) + blueprint.base_energy_need if effectiveEnergyIn > blueprint.base_energy_need: game_layer.adjust_energy_level((currentBuilding.X, currentBuilding.Y), effectiveEnergyIn) elif effectiveEnergyIn < blueprint.base_energy_need: game_layer.adjust_energy_level((currentBuilding.X, currentBuilding.Y), blueprint.base_energy_need + 0.01) else: print("you did it!") game_layer.wait() if __name__ == "__main__": main()