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)