This repository has been archived on 2023-12-31. You can view files and clone it, but cannot push or open issues or pull requests.
Considition-2020/main.py
2020-10-03 19:31:09 +02:00

103 lines
4.0 KiB
Python

# 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
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:
take_turn()
except:
print(traceback.format_exc())
game_layer.end_game()
exit()
time_diff = time.time() - start_time
if time_diff > 40:
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 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))
if __name__ == "__main__":
main()