def startTurn(self): from GameObject import Player from GameObject import Mappable from GameObject import PumpStation from GameObject import Unit from GameObject import Tile from GameObject import UnitType BaseAI.players = [Player(library.getPlayer(self.connection, i)) for i in xrange(library.getPlayerCount(self.connection))] BaseAI.mappables = [Mappable(library.getMappable(self.connection, i)) for i in xrange(library.getMappableCount(self.connection))] BaseAI.pumpStations = [PumpStation(library.getPumpStation(self.connection, i)) for i in xrange(library.getPumpStationCount(self.connection))] BaseAI.units = [Unit(library.getUnit(self.connection, i)) for i in xrange(library.getUnitCount(self.connection))] BaseAI.tiles = [Tile(library.getTile(self.connection, i)) for i in xrange(library.getTileCount(self.connection))] BaseAI.unitTypes = [UnitType(library.getUnitType(self.connection, i)) for i in xrange(library.getUnitTypeCount(self.connection))] if not self.initialized: self.initialized = True self.init() BaseAI.iteration += 1; if self.runGenerator: try: return self.runGenerator.next() except StopIteration: self.runGenerator = None r = self.run() if hasattr(r, '__iter__'): self.runGenerator = r return r.next() return r
def startTurn(self): from GameObject import Player from GameObject import Mappable from GameObject import Tile from GameObject import Trap from GameObject import Thief from GameObject import ThiefType from GameObject import TrapType BaseAI.players = [Player(library.getPlayer(self.connection, i)) for i in xrange(library.getPlayerCount(self.connection))] BaseAI.mappables = [Mappable(library.getMappable(self.connection, i)) for i in xrange(library.getMappableCount(self.connection))] BaseAI.tiles = [Tile(library.getTile(self.connection, i)) for i in xrange(library.getTileCount(self.connection))] BaseAI.traps = [Trap(library.getTrap(self.connection, i)) for i in xrange(library.getTrapCount(self.connection))] BaseAI.thiefs = [Thief(library.getThief(self.connection, i)) for i in xrange(library.getThiefCount(self.connection))] BaseAI.thiefTypes = [ThiefType(library.getThiefType(self.connection, i)) for i in xrange(library.getThiefTypeCount(self.connection))] BaseAI.trapTypes = [TrapType(library.getTrapType(self.connection, i)) for i in xrange(library.getTrapTypeCount(self.connection))] if not self.initialized: self.initialized = True self.init() BaseAI.iteration += 1; if self.runGenerator: try: return self.runGenerator.next() except StopIteration: self.runGenerator = None r = self.run() if hasattr(r, '__iter__'): self.runGenerator = r return r.next() return r
def startTurn(self): from GameObject import Base from GameObject import Player from GameObject import Tile from GameObject import Virus BaseAI.bases = [Base(library.getBase(self.connection, i)) for i in xrange(library.getBaseCount(self.connection))] BaseAI.players = [Player(library.getPlayer(self.connection, i)) for i in xrange(library.getPlayerCount(self.connection))] BaseAI.tiles = [Tile(library.getTile(self.connection, i)) for i in xrange(library.getTileCount(self.connection))] BaseAI.viruses = [Virus(library.getVirus(self.connection, i)) for i in xrange(library.getVirusCount(self.connection))] if not self.initialized: self.initialized = True self.init() BaseAI.iteration += 1; if self.runGenerator: try: return self.runGenerator.next() except StopIteration: self.runGenerator = None r = self.run() if hasattr(r, '__iter__'): self.runGenerator = r return r.next() return r
def startTurn(self): from GameObject import Pirate from GameObject import Player from GameObject import Port from GameObject import Ship from GameObject import Tile from GameObject import Treasure BaseAI.pirates = [Pirate(library.getPirate(self.connection, i)) for i in xrange(library.getPirateCount(self.connection))] BaseAI.players = [Player(library.getPlayer(self.connection, i)) for i in xrange(library.getPlayerCount(self.connection))] BaseAI.ports = [Port(library.getPort(self.connection, i)) for i in xrange(library.getPortCount(self.connection))] BaseAI.ships = [Ship(library.getShip(self.connection, i)) for i in xrange(library.getShipCount(self.connection))] BaseAI.tiles = [Tile(library.getTile(self.connection, i)) for i in xrange(library.getTileCount(self.connection))] BaseAI.treasures = [Treasure(library.getTreasure(self.connection, i)) for i in xrange(library.getTreasureCount(self.connection))] if not self.initialized: self.initialized = True self.init() BaseAI.iteration += 1; if self.runGenerator: try: return self.runGenerator.next() except StopIteration: self.runGenerator = None r = self.run() if hasattr(r, '__iter__'): self.runGenerator = r return r.next() return r
def startTurn(self): from GameObject import Player from GameObject import Mappable from GameObject import Droid from GameObject import Tile from GameObject import ModelVariant BaseAI.players = [Player(library.getPlayer(self.connection, i)) for i in xrange(library.getPlayerCount(self.connection))] BaseAI.mappables = [Mappable(library.getMappable(self.connection, i)) for i in xrange(library.getMappableCount(self.connection))] BaseAI.droids = [Droid(library.getDroid(self.connection, i)) for i in xrange(library.getDroidCount(self.connection))] BaseAI.tiles = [Tile(library.getTile(self.connection, i)) for i in xrange(library.getTileCount(self.connection))] BaseAI.modelVariants = [ModelVariant(library.getModelVariant(self.connection, i)) for i in xrange(library.getModelVariantCount(self.connection))] if not self.initialized: self.initialized = True self.init() BaseAI.iteration += 1; if self.runGenerator: try: return self.runGenerator.next() except StopIteration: self.runGenerator = None r = self.run() if hasattr(r, '__iter__'): self.runGenerator = r return r.next() return r