def battle_tick(battle: Battle): create_next_turn(battle) unit_movement(battle) unit_attack(battle) if check_end(battle): battle.current = False battle.save()
def battle_tick(battle: Battle): with perf_timer("Tick {} for {}".format(battle.get_latest_turn().num, battle)): create_next_turn(battle) unit_movement(battle) unit_attack(battle) if check_end(battle): battle.current = False battle.save()