private static double ScoreBundle(GameLayer layer, Bundle bundle) { double score = 0; var state = layer.GetState(); int avSpace = 0; int turnsleft = state.MaxTurns - state.Turn; double income = Helper.GetIncome(layer); if (income < 600 && state.Funds < 70000 && turnsleft > 100 && bundle.TotalIncome != 0) { score += Math.Min(1000 / (0.25 * (bundle.TotalIncome / turnsleft)), 1500); } foreach (var building in state.ResidenceBuildings) { avSpace += (layer.GetResidenceBlueprint(building.BuildingName).MaxPop - building.CurrentPop); } if (bundle.Residence != null) { score += Math.Min((state.HousingQueue - avSpace) * bundle.Residence.MaxPop * 4, 4000); } if ((state.Funds - bundle.UpfrontCost < 40000 || income < 400) && bundle.Upgrade != null) { return(-100); } score += bundle.PotentialScore; return(score); }
private static void take_turn(string gameId) { // TODO Implement your artificial intelligence here. // TODO Taking one action per turn until the game ends. // TODO The following is a short example of how to use the StarterKit var x = 0; var y = 0; var state = GameLayer.GetState(); if (state.ResidenceBuildings.Count < 1) { for (var i = 0; i < 10; i++) { for (var j = 0; j < 10; j++) { if (state.Map[i][j] == 0) { x = i; y = j; break; } } } GameLayer.StartBuild(new Position(x, y), state.AvailableResidenceBuildings[0].BuildingName, gameId); } else { var building = state.ResidenceBuildings[0]; if (building.BuildProgress < 100) { GameLayer.Build(building.Position, gameId); } else if (!building.Effects.Contains(state.AvailableUpgrades[0].Name)) { GameLayer.BuyUpgrade(building.Position, state.AvailableUpgrades[0].Name, gameId); } else if (building.Health < 50) { GameLayer.Maintenance(building.Position, gameId); } else if (building.Temperature < 18) { var bluePrint = GameLayer.GetResidenceBlueprint(building.BuildingName); var energy = bluePrint.BaseEnergyNeed + (building.Temperature - state.CurrentTemp) * bluePrint.Emissivity / 1 + 0.5 - building.CurrentPop * 0.04; GameLayer.AdjustEnergy(building.Position, energy, gameId); } else if (building.Temperature > 24) { var bluePrint = GameLayer.GetResidenceBlueprint(building.BuildingName); var energy = bluePrint.BaseEnergyNeed + (building.Temperature - state.CurrentTemp) * bluePrint.Emissivity / 1 - 0.5 - building.CurrentPop * 0.04; GameLayer.AdjustEnergy(building.Position, energy, gameId); } else { GameLayer.Wait(gameId); } foreach (var message in GameLayer.GetState().Messages) { Console.WriteLine(message); } foreach (var error in GameLayer.GetState().Errors) { Console.WriteLine("Error: " + error); } } }