def recount(self, RULES, colony_leader, PLAYERS): """ recounts colony values, should be called after any change """ print "$$$ colony::recount() ... colony_id = %i" % self.i_id start_clock = time.clock() self.i_bc = 0 if not self.exists(): self.i_population = 0 self.v_max_populations = Game_Rules.get_empty_max_populations() return if self.is_outpost(): self.recount_outpost() self.v_max_populations = Game_Rules.get_empty_max_populations() return self.d_prod_summary = Game_Rules.compose_prod_summary(RULES, self, colony_leader, PLAYERS) self.i_morale = self.d_prod_summary['morale_total'] self.i_food = self.d_prod_summary['food_total'] self.i_industry = self.d_prod_summary['industry_total'] self.i_pollution = self.d_prod_summary['industry_pollution'] self.i_research = self.d_prod_summary['research_total'] #self.i_bc = self.d_prod_summary['bc_total'] self.v_max_populations = Game_Rules.compose_max_populations(RULES, self, PLAYERS) self.v_pop_grow = Game_Rules.compose_pop_growth(RULES, self, colony_leader, PLAYERS) self.i_max_population = max(self.v_max_populations) self.init_available_production(RULES, PLAYERS) end_clock = time.clock() print "$$$ colony::recount() ... clock elapsed = %f" % (end_clock-start_clock)
def update_research(self, i_player_id, i_tech_id): print("Game_Main::update_research() ... player_id = %i, tech_id = %i" % (i_player_id, i_tech_id)) o_player = self.d_players[i_player_id] o_player.i_research_tech_id = i_tech_id o_player.i_research_area = self.d_rules['tech_table'][i_tech_id]['area'] o_player.i_research_cost = Game_Rules.research_costs(self.d_rules['research_areas'], o_player.i_research_area, o_player.i_research) o_player.i_research_turns_left = Game_Rules.research_turns(o_player.i_research_cost, o_player.i_research_progress, o_player.i_research) return True # Checked by Network_Server
def update_research(self, i_player_id, i_research_item): print("Game::update_research() ... player_id = %i, research_item = %i" % (i_player_id, i_research_item)) o_player = self.d_players[i_player_id] o_player.research_item = i_research_item o_player.research_area = self.d_rules['tech_table'][i_research_item]['area'] o_player.research_cost = Game_Rules.research_costs(self.d_rules['research_areas'], o_player.i_research_area, o_player.i_research) o_player.research_turns_left = Game_Rules.research_turns(o_player.i_research_cost, o_player.i_research_progress, o_player.i_research) return True
def update_research(self, i_player_id, i_research_item): print( "Game::update_research() ... player_id = %i, research_item = %i" % (i_player_id, i_research_item)) o_player = self.d_players[i_player_id] o_player.research_item = i_research_item o_player.research_area = self.d_rules['tech_table'][i_research_item][ 'area'] o_player.research_cost = Game_Rules.research_costs( self.d_rules['research_areas'], o_player.i_research_area, o_player.i_research) o_player.research_turns_left = Game_Rules.research_turns( o_player.i_research_cost, o_player.i_research_progress, o_player.i_research) return True
def recount(self, rules, colony_leader, players): """ recounts colony values, should be called after any change """ print "$$$ colony::recount() ... colony_id = %i" % self.i_id start_clock = time.clock() self.i_bc = 0 if not self.exists(): self.population = 0 self.max_populations = Game_Rules.get_empty_max_populations() return if self.is_outpost(): self.recount_outpost() self.max_populations = Game_Rules.get_empty_max_populations() return self.morale_summary = Game_Rules.compose_morale_summary(rules, self, colony_leader, players) self.morale = Game_Rules.count_summary_result(self.morale_summary) self.food_summary = Game_Rules.compose_food_summary(rules, self, players) self.i_food = Game_Rules.count_summary_result(self.food_summary) self.industry_summary = Game_Rules.compose_industry_summary(rules, self, colony_leader, players) self.i_industry = Game_Rules.count_summary_result(self.industry_summary) self.pollution = self.industry_summary['pollution'] self.bc_summary = Game_Rules.compose_bc_summary(rules, self, players) self.i_bc = Game_Rules.count_summary_result(self.bc_summary) self.research_summary = Game_Rules.compose_research_summary(rules, self, players) self.i_research = Game_Rules.count_summary_result(self.research_summary) self.i_max_populations = Game_Rules.compose_max_populations(self, players) self.i_max_population = max(self.max_populations) self.v_pop_grow = self.get_population_growth(self.max_populations, players) self.init_available_production(rules, players) end_clock = time.clock() print "$$$ colony::recount() ... clock elapsed = %f" % (end_clock-start_clock)
def recount(self, rules, colony_leader, players): """ recounts colony values, should be called after any change """ print "$$$ colony::recount() ... colony_id = %i" % self.i_id start_clock = time.clock() self.i_bc = 0 if not self.exists(): self.population = 0 self.max_populations = Game_Rules.get_empty_max_populations() return if self.is_outpost(): self.recount_outpost() self.max_populations = Game_Rules.get_empty_max_populations() return self.morale_summary = Game_Rules.compose_morale_summary( rules, self, colony_leader, players) self.morale = Game_Rules.count_summary_result(self.morale_summary) self.food_summary = Game_Rules.compose_food_summary( rules, self, players) self.i_food = Game_Rules.count_summary_result(self.food_summary) self.industry_summary = Game_Rules.compose_industry_summary( rules, self, colony_leader, players) self.i_industry = Game_Rules.count_summary_result( self.industry_summary) self.pollution = self.industry_summary['pollution'] self.bc_summary = Game_Rules.compose_bc_summary(rules, self, players) self.i_bc = Game_Rules.count_summary_result(self.bc_summary) self.research_summary = Game_Rules.compose_research_summary( rules, self, players) self.i_research = Game_Rules.count_summary_result( self.research_summary) self.i_max_populations = Game_Rules.compose_max_populations( self, players) self.i_max_population = max(self.max_populations) self.v_pop_grow = self.get_population_growth(self.max_populations, players) self.init_available_production(rules, players) end_clock = time.clock() print "$$$ colony::recount() ... clock elapsed = %f" % (end_clock - start_clock)