Beispiel #1
0
    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 "$$$ colony::recount() ... clock elapsed = %f" % (end_clock -
                                                                start_clock)
Beispiel #2
0
    def recount(self, rules, colony_leader, players):
        """
        recounts colony values, should be called after any change
        """
        print "$$$ 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)