# import api import time import sys from sys import exit from game_layer import GameLayer import game_state 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 = 70 utilities = 3 building_under_construction = False availableTiles = [] 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() chartMap() while game_layer.game_state.turn < game_layer.game_state.max_turns: try: take_turn() except Exception: 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 i in range(len(state.map)-1): for j in range(len(state.map)-1): if state.map[i][j] == 0: freeSpace.append((i,j)) #print(mylist) 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[4].building_name) the_second_residence = state.residences[1] if the_second_residence.build_progress < 100: game_layer.build(freeSpace[3]) elif the_first_residence.health < 70: game_layer.maintenance(freeSpace[2]) elif the_second_residence.health < 70: game_layer.maintenance(freeSpace[3]) 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]) 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 if something_needs_attention(): pass else: develop_society() # 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(): 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: availableTiles.append((x, y)) optimizeAvailableTiles() def optimizeAvailableTiles(): #hitta #utilities antal bästa platser i mitten av smeten och sätt de först, sätt allt runt dem i ordning så närmast är längst fram i listan pass def adjustEnergy(current_building, target_temp): current_blueprint = game_layer.get_residence_blueprint(current_building.building_name) base_energy_need = current_blueprint.base_energy_need indoor_temp = current_building.temperature degrees_per_pop = 0.04 current_pop = current_building.current_pop outdoor_temp = game_layer.game_state.current_temp emissivity = current_blueprint.emissivity degrees_per_excess_mwh = 0.75 effective_energy_in = -1 * (base_energy_need + (indoor_temp + degrees_per_pop * current_pop - (indoor_temp - outdoor_temp) * emissivity - target_temp)/degrees_per_excess_mwh) game_layer.adjust_energy_level((current_building.X, current_building.Y), effective_energy_in) def something_needs_attention(): pass def develop_society(): pass if __name__ == "__main__": main()