# 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 = 50 rounds_between_energy = 5 utilities = 3 EMA_temp = None building_under_construction = None 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() global EMA_temp while game_layer.game_state.turn < game_layer.game_state.max_turns: try: if EMA_temp is None: EMA_temp = game_layer.game_state.current_temp ema_k_value = (2/(rounds_between_energy+1)) EMA_temp = game_layer.game_state.current_temp * ema_k_value + EMA_temp*(1-ema_k_value) 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"])) return (game_layer.game_state.game_id, game_layer.get_score()["finalScore"]) 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 develop_society(): state = game_layer.game_state if len(state.residences) < 5: build("Apartments") elif len(state.utilities) < 1: build("WindTurbine") elif state.funds > 25000 and len(game_layer.game_state.residences) < 11: build("HighRise") else: game_layer.wait() def something_needs_attention(): print("Checking for emergencies") global building_under_construction global edit_temp global maintain state = game_layer.game_state #check if temp needs adjusting edit_temp = (False, 0) for i in range(len(state.residences)): if (state.turn % rounds_between_energy == i) and not state.residences[i].build_progress < 100: edit_temp = (True, i) #check if need for maintainance maintain = (False, 0) for i in range(len(state.residences)): if state.residences[i].health < 41+rounds_between_energy*game_layer.get_residence_blueprint(state.residences[i].building_name).decay_rate: maintain = (True, i) if maintain[0]: game_layer.maintenance((state.residences[maintain[1]].X, state.residences[maintain[1]].Y)) return True elif edit_temp[0]: #adjust temp of building adjustEnergy(state.residences[edit_temp[1]]) return True elif building_under_construction is not None: #finish construction if (len(game_layer.game_state.residences) >= building_under_construction[2]) and (game_layer.game_state.residences[building_under_construction[2]].build_progress < 100): game_layer.build((building_under_construction[0], building_under_construction[1])) return True elif (len(game_layer.game_state.utilities)-1 >= building_under_construction[2]) and (game_layer.game_state.utilities[building_under_construction[2]].build_progress < 100): game_layer.build((building_under_construction[0], building_under_construction[1])) return True else: building_under_construction = None return False else: return False 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 adjustEnergy(currentBuilding): global rounds_between_energy global EMA_temp blueprint = game_layer.get_residence_blueprint(currentBuilding.building_name) outDoorTemp = game_layer.game_state.current_temp * 2 - EMA_temp temp_acceleration = (2*(21 - currentBuilding.temperature)/(rounds_between_energy)) 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() 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 build(structure): print("Building " + structure) state = game_layer.game_state global building_under_construction global rounds_between_energy for i in range(len(availableTiles)): if isinstance(availableTiles[i], tuple): game_layer.place_foundation(availableTiles[i], structure) for building in state.available_residence_buildings: if structure in building.building_name: for j in range(len(state.residences)): building = state.residences[j] coords_to_check = (building.X, building.Y) if coords_to_check == availableTiles[i]: availableTiles[i] = building building_under_construction = (building.X, building.Y, j) rounds_between_energy = len(state.residences)+2 return True for building in state.available_utility_buildings: if structure in building.building_name: for j in range(len(state.utilities)): building = state.utilities[j] coords_to_check = (building.X, building.Y) if coords_to_check == availableTiles[i]: availableTiles[i] = building building_under_construction = (building.X, building.Y, j) rounds_between_energy = len(state.residences)+2 return True return False if __name__ == "__main__": main()