512 lines
20 KiB
Python
512 lines
20 KiB
Python
# import api
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import time
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import sys
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from sys import exit
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from game_layer import GameLayer
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import game_state
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import traceback
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import random
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api_key = "74e3998d-ed3d-4d46-9ea8-6aab2efd8ae3"
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# The different map names can be found on considition.com/rules
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map_name = "London" # TODO: You map choice here. If left empty, the map "training1" will be selected.
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game_layer = GameLayer(api_key)
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# settings
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use_regulator = True # turns on if map max temp >21c
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other_upgrade_threshold = 0.9
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time_until_run_ends = 900
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money_reserve_multiplier = 0.5
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temp_acc_multiplier = 1.125
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rounds_between_energy = 5
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round_buffer = 10
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funds_multiplier = 5
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upgrade_multiply = 10
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rounds_between_energy_offset=3
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# vars
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EMA_temp = None
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building_under_construction = None
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available_tiles = []
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state = None
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queue_timeout = 1
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edit_temp = None
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maintain = None
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def main():
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global EMA_temp, rounds_between_energy, building_under_construction, available_tiles, state, queue_timeout, use_regulator
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# global vars
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rounds_between_energy = 5
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EMA_temp = None
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ema_length = 16
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building_under_construction = None
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available_tiles = []
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queue_timeout = 1
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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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game_layer.start_game()
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# start timeout timer
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start_time = time.time()
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state = game_layer.game_state
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chart_map()
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if state.max_temp > 20:
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use_regulator = True
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while state.turn < state.max_turns:
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state = game_layer.game_state
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try:
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if EMA_temp is None:
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EMA_temp = state.current_temp
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ema_k_value = (2/(ema_length+1))
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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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except Exception:
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print(traceback.format_exc())
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game_layer.end_game()
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exit()
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time_diff = time.time() - start_time
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if time_diff > time_until_run_ends:
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game_layer.end_game()
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exit()
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print("Done with game: " + state.game_id)
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print("Final score was: " + str(game_layer.get_score()["finalScore"]))
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return (state.game_id, game_layer.get_score()["finalScore"])
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def take_turn():
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global state
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# TODO Implement your artificial intelligence here.
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# TODO Take one action per turn until the game ends.
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# TODO The following is a short example of how to use the StarterKit
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if something_needs_attention():
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pass
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elif develop_society():
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pass
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else:
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game_layer.wait()
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# messages and errors for console log
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for message in state.messages:
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print(message)
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for error in state.errors:
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print("Error: " + error)
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def develop_society():
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global state, queue_timeout, available_tiles, money_reserve_multiplier
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queue_reset = 1
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if queue_timeout > 1:
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queue_timeout -= 1
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best_residence = calculate_best_residence()
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best_utility = calculate_best_utility()
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best_upgrade = get_best_upgrade()
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build_residence_score = 0
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build_utility_score = 0
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build_upgrade_score = 0
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# priority scores, 1 = very urgent, 0 = not urgent at all
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if len(state.residences) < 1:
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build_residence_score = 1000
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elif (current_tot_pop() - max_tot_pop() + state.housing_queue) < 0:
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build_residence_score = 0
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elif (current_tot_pop() - max_tot_pop() + state.housing_queue) > 15 and queue_timeout <= 0:
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build_residence_score = 1000
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elif best_residence and best_residence[0] > 0:
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build_residence_score = best_residence[0]
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#
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upgrade_residence_score = 0
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#
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if best_utility and best_utility[0] > 0:
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build_utility_score = best_utility[0]
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#
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if best_upgrade and best_upgrade[0] > 0:
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build_upgrade_score = best_upgrade[0]
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decision = [
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('build_residence', build_residence_score),
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('upgrade_residence', upgrade_residence_score),
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('build_utility', build_utility_score),
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('build_upgrade', build_upgrade_score)
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]
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def sort_key(e):
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return e[1]
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decision.sort(reverse=True, key=sort_key)
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print(decision)
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if state.turn == 0:
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return build("Mall")
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if decision[0][1] >= 0:
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if decision[0][0] == "build_residence": # build housing
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if best_residence:
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queue_timeout = queue_reset
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if best_residence[2]:
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return build_place(best_residence[1], best_residence[2])
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else:
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return build(best_residence[1])
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if decision[0][0] == "build_utility": # build utilities
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if best_utility:
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return build_place(best_utility[1], best_utility[2])
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if decision[0][0] == "upgrade_residence": # upgrade housing
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pass
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if decision[0][0] == "build_upgrade": # build upgrades
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if random.random() < other_upgrade_threshold:
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for residence in state.residences:
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if state.available_upgrades[0].name not in residence.effects and (money_reserve_multiplier*3500 < state.funds) and ((total_income() - 6) > 50):
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game_layer.buy_upgrade((residence.X, residence.Y), state.available_upgrades[0].name)
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return True
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if use_regulator and state.available_upgrades[5].name not in residence.effects and (money_reserve_multiplier*1250 < state.funds):
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game_layer.buy_upgrade((residence.X, residence.Y), state.available_upgrades[5].name)
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return True
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if best_upgrade:
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game_layer.buy_upgrade((best_upgrade[2].X, best_upgrade[2].Y), best_upgrade[1])
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return True
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return False
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def something_needs_attention():
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global building_under_construction, edit_temp, maintain, state, rounds_between_energy
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# check if temp needs adjusting
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edit_temp = (False, 0)
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# check if need for maintenance
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maintain = (False, 0)
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for i in range(len(state.residences)):
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blueprint = game_layer.get_residence_blueprint(state.residences[i].building_name)
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if state.residences[i].health < 40+(max(((blueprint.maintenance_cost - state.funds) / (1+total_income())), 1) * blueprint.decay_rate):
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maintain = (True, i)
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if (state.turn % rounds_between_energy == i) and not state.residences[i].build_progress < 100:
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edit_temp = (True, i)
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if maintain[0]: # check maintenance
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game_layer.maintenance((state.residences[maintain[1]].X, state.residences[maintain[1]].Y))
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return True
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elif edit_temp[0]: # adjust temp of buildings
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return adjust_energy(state.residences[edit_temp[1]])
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elif building_under_construction is not None: # finish construction
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if (len(state.residences)-1 >= building_under_construction[2]) and (state.residences[building_under_construction[2]].build_progress < 100):
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game_layer.build((building_under_construction[0], building_under_construction[1]))
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if not state.residences[building_under_construction[2]].build_progress < 100:
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building_under_construction = None
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return True
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elif (len(state.utilities)-1 >= building_under_construction[2]) and (state.utilities[building_under_construction[2]].build_progress < 100):
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game_layer.build((building_under_construction[0], building_under_construction[1]))
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if not state.utilities[building_under_construction[2]].build_progress < 100:
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building_under_construction = None
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return True
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else:
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building_under_construction = None
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return False
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else:
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return False
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def max_tot_pop():
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global state
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max_pop = 0
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for residence in state.residences:
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max_pop += game_layer.get_blueprint(residence.building_name).max_pop
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return max_pop
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def current_tot_pop():
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global state
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current_pop = 0
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for residence in state.residences:
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current_pop += residence.current_pop
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return current_pop
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def total_income():
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global state
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income = 0
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for residence in state.residences:
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income += game_layer.get_residence_blueprint(residence.building_name).income_per_pop * residence.current_pop
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return income
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def get_best_upgrade():
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global state
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best_upgrade = []
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for residence in state.residences:
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cbu = calculate_best_upgrade(residence)
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if cbu is not False:
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score = cbu[0]
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upgrade = cbu[1]
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best_upgrade.append((score, upgrade, residence))
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def sort_key(e):
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return e[0]
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best_upgrade.sort(reverse=True, key=sort_key)
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if not best_upgrade:
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return False
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return best_upgrade[0]
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def calculate_best_upgrade(current_building):
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global state, money_reserve_multiplier, funds_multiplier, upgrade_multiply
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rounds_left = 700 - state.turn
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current_pop = current_building.current_pop
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blueprint = game_layer.get_blueprint(current_building.building_name)
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base_energy_need = blueprint.base_energy_need
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best_upgrade = []
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for upgrade in state.available_upgrades:
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effect = game_layer.get_effect(upgrade.effect)
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if (upgrade.name not in current_building.effects) and ((total_income() + effect.building_income_increase) > 50) and (money_reserve_multiplier*upgrade.cost < state.funds):
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average_outdoor_temp = (state.max_temp - state.min_temp)/2
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average_heating_energy = max((((21 - average_outdoor_temp) * blueprint.emissivity * effect.emissivity_multiplier) / 0.75), 0)
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old_average_heating_energy = max((((21 - average_outdoor_temp) * blueprint.emissivity) / 0.75), 0)
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lifetime_energy = (base_energy_need + effect.base_energy_mwh_increase + average_heating_energy - effect.mwh_production) * rounds_left
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old_lifetime_energy = (base_energy_need + old_average_heating_energy) * rounds_left
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upgrade_co2 = (effect.co2_per_pop_increase + 0.03) * current_pop * rounds_left + (0.1 * lifetime_energy / 1000)
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if "Mall.2" in current_building.effects and upgrade.name == "Charger":
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upgrade_co2 = (effect.co2_per_pop_increase - 0.009 + 0.03) * current_pop * rounds_left + (0.1 * lifetime_energy / 1000)
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old_co2 = 0.03 * current_pop * rounds_left + (0.1 * old_lifetime_energy / 1000)
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co2 = upgrade_co2 - old_co2
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max_happiness = effect.max_happiness_increase * current_pop * rounds_left
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score = max_happiness/10 - co2
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# score = score / upgrade.cost
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score += score + funds_multiplier * (effect.building_income_increase * (4.5 * effect.mwh_production / 1000) * rounds_left) # money multiplier
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score *= upgrade_multiply
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#if (state.min_temp < -5 and upgrade.name == "Insulation"):
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# score = 1000
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best_upgrade.append((score, upgrade.name))
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def sort_key(e):
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return e[0]
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best_upgrade.sort(reverse=True, key=sort_key)
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print(best_upgrade)
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if not best_upgrade:
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return False
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return best_upgrade[0]
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def calculate_best_utility():
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global state, money_reserve_multiplier, round_buffer
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best_utility = []
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for utility_blueprint in state.available_utility_buildings:
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if state.turn >= utility_blueprint.release_tick and (money_reserve_multiplier*utility_blueprint.cost < state.funds):
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rounds_left = 700 - state.turn - (100 / utility_blueprint.build_speed) - round_buffer
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for i in range(len(available_tiles)):
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if isinstance(available_tiles[i], tuple):
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score = 0
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cost = utility_blueprint.cost
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for effect_name in utility_blueprint.effects:
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effect = game_layer.get_effect(effect_name)
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affected_people = tile_score(available_tiles[i], effect.radius, effect_name)[0]
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affected_buildings = tile_score(available_tiles[i], effect.radius, effect_name)[1]
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cost -= effect.building_income_increase * rounds_left
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happiness_increase = affected_people * effect.max_happiness_increase * rounds_left
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co2 = affected_people * effect.co2_per_pop_increase * rounds_left - effect.mwh_production * affected_buildings * rounds_left
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score += happiness_increase / 10 - co2
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# print(effect_name + " gave score " + str(score))
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# score = score / cost
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best_utility.append((score, utility_blueprint.building_name, i))
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def sort_key(e):
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return e[0]
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best_utility.sort(reverse=True, key=sort_key)
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# print(best_utility)
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if not best_utility:
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return False
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return best_utility[0]
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def calculate_best_residence():
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global state, money_reserve_multiplier, round_buffer
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best_residence = []
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for residence_blueprint in state.available_residence_buildings:
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if state.turn >= residence_blueprint.release_tick and (money_reserve_multiplier*residence_blueprint.cost < state.funds):
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rounds_left = 700 - state.turn - (100 / residence_blueprint.build_speed) - round_buffer
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average_outdoor_temp = (state.max_temp - state.min_temp)/2
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average_heating_energy = ((0 - 0.04 * residence_blueprint.max_pop + (21 - average_outdoor_temp) * residence_blueprint.emissivity) / 0.75)
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lifetime_energy = (residence_blueprint.base_energy_need + average_heating_energy) * rounds_left
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distinct_residences = number_of_distinct_residences(residence_blueprint.building_name)
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diversity = 1 + distinct_residences[0]/10
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co2 = 0.03 * residence_blueprint.max_pop * rounds_left + residence_blueprint.co2_cost + (0.1 * lifetime_energy / 1000)
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max_happiness = residence_blueprint.max_happiness * residence_blueprint.max_pop * rounds_left
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max_happiness *= diversity
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diversity_bonus = 0
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if distinct_residences[1]:
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happy = 0
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for residence in state.residences:
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happy += residence.happiness_per_tick_per_pop * residence.current_pop
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diversity_bonus = (happy * rounds_left / 10) / 10
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score = residence_blueprint.max_pop*15 + max_happiness / 10 - co2 + diversity_bonus
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# score = score / residence_blueprint.cost
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# calculate tiles near utils
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best_foundation_tile = []
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for i in range(len(available_tiles)):
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tile = available_tiles[i]
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if isinstance(tile, tuple):
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for utility in state.utilities:
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for effect_name in utility.effects:
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effect = game_layer.get_effect(effect_name)
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delta_x = abs(tile[0] - utility.X)
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delta_y = abs(tile[1] - utility.Y)
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distance = delta_x + delta_y
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if (distance <= effect.radius):
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best_foundation_tile.append((distance, i))
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def sort_key(e):
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return e[0]
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best_foundation_tile.sort(key=sort_key)
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if best_foundation_tile:
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best_residence.append((score, residence_blueprint.building_name, best_foundation_tile[0][1]))
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else:
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best_residence.append((score, residence_blueprint.building_name, False))
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def sort_key(e):
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return e[0]
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best_residence.sort(reverse=True, key=sort_key)
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if not best_residence:
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return False
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return best_residence[0]
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def number_of_distinct_residences(new_building):
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global state
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unique_names = []
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for residence in state.residences:
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if residence.building_name not in unique_names:
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unique_names.append(residence.building_name)
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if new_building not in unique_names:
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unique_names.append(new_building)
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return len(unique_names), True
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return len(unique_names), False
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def chart_map():
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global state
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for x in range(len(state.map) - 1):
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for y in range(len(state.map) - 1):
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if state.map[x][y] == 0:
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available_tiles.append((x, y))
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optimize_available_tiles()
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def tile_score(tile, radius, effect):
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global state
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affected_people = 0
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affected_buildings = 0
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# send back # of max people in radius
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for residence in state.residences:
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delta_x = abs(tile[0] - residence.X)
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delta_y = abs(tile[1] - residence.Y)
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distance = delta_x + delta_y
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if (distance <= radius) and effect not in residence.effects:
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affected_people += residence.current_pop
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affected_buildings += 1
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return affected_people, affected_buildings
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def optimize_available_tiles():
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average_x = 0
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average_y = 0
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score_list = []
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for tile in available_tiles: # calc average coordinates
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average_x += tile[0]
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average_y += tile[1]
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average_x /= len(available_tiles)
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average_y /= len(available_tiles)
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for tile in available_tiles:
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tile_score = abs(tile[0] - average_x) + abs(tile[1] - average_y)
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score_list.append((tile_score, tile))
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def sort_key(e):
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return e[0]
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score_list.sort(key=sort_key)
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for i in range(len(score_list)):
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available_tiles[i] = score_list[i][1]
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def adjust_energy(current_building):
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global rounds_between_energy, EMA_temp, state, temp_acc_multiplier
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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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if "Charger" in current_building.effects:
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base_energy += 1.8
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emissivity = blueprint.emissivity
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if "Insulation" in current_building.effects:
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emissivity *= 0.6
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out_door_temp = state.current_temp * 2 - EMA_temp
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temp_acceleration = (2*(21 - current_building.temperature)/rounds_between_energy) * temp_acc_multiplier
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effective_energy_in = ((temp_acceleration - 0.04 * current_building.current_pop + (current_building.temperature - out_door_temp) * emissivity) / 0.75) + base_energy
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if effective_energy_in > base_energy:
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game_layer.adjust_energy_level((current_building.X, current_building.Y), effective_energy_in)
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return True
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elif effective_energy_in < base_energy:
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|
game_layer.adjust_energy_level((current_building.X, current_building.Y), base_energy + 0.01)
|
|
return True
|
|
else:
|
|
return False
|
|
|
|
|
|
def build_place(structure, i):
|
|
global building_under_construction, rounds_between_energy, state, rounds_between_energy_offset
|
|
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)+rounds_between_energy_offset
|
|
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):
|
|
global building_under_construction, rounds_between_energy, state
|
|
for i in range(len(available_tiles)):
|
|
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)+rounds_between_energy_offset
|
|
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
|
|
return False
|
|
|
|
|
|
if __name__ == "__main__":
|
|
main()
|