Exemple #1
0
 def issue_combat_task(self):
     'combat logic'
     logging.debug('issue_combat_task.start = %s' % str(self.gamestate.time_remaining())) 
     zones = battle.get_combat_zones(self.gamestate)
     logging.debug('get_combat_zones.finish = %s' % str(self.gamestate.time_remaining())) 
     
     if zones is not None:
         logging.debug('zones.count = %d' % len(zones))
         for zone in zones:
             if len(zone[0]) > 0:
                 logging.debug('group combat loop for = %s' % str(zone))
                 logging.debug('do_zone_combat.start = %s' % str(self.gamestate.time_remaining())) 
                 battle.do_zone_combat(self.gamestate, zone)
                 logging.debug('do_zone_combat.start = %s' % str(self.gamestate.time_remaining())) 
             
             # check if we still have time left to calculate more orders
             if self.gamestate.time_remaining() < 50:
                 break
             
     logging.debug('issue_combat_task.finish = ' + str(self.gamestate.time_remaining())) 
Exemple #2
0
    def issue_combat_task(self):
        "combat logic"
        perf_logger.debug("issue_combat_task.start = %s" % str(self.gamestate.time_remaining()))
        zones = battle.get_combat_zones(self.gamestate)
        perf_logger.debug("get_combat_zones.finish = %s" % str(self.gamestate.time_remaining()))

        if zones is not None:
            debug_logger.debug("zones.count = %d" % len(zones))
            i = 0
            for zone in zones:
                i += 1
                # debug_logger.debug('group combat loop for = %s' % str(zone))
                # perf_logger.debug('do_zone_combat.start = %s' % str(self.gamestate.time_remaining()))
                battle.do_zone_combat(self.gamestate, zone)
                # perf_logger.debug('do_zone_combat.start = %s' % str(self.gamestate.time_remaining()))

                # check if we still have time left to calculate more orders
                if self.gamestate.time_remaining() < 100:
                    debug_logger.debug("bailing combat zone after %d times" % (i))
                    break

        perf_logger.debug("issue_combat_task.finish = " + str(self.gamestate.time_remaining()))
Exemple #3
0
 def issue_combat_task(self):
     'combat logic'
     logging.debug('issue_combat_task.start = %s' % str(self.gamestate.time_remaining())) 
     zones = battle.get_combat_zones(self.gamestate)
     logging.debug('get_combat_zones.finish = %s' % str(self.gamestate.time_remaining())) 
     
     if zones is not None:
         logging.debug('zones.count = %d' % len(zones))
         i = 0
         for zone in zones:
             i += 1
             # only do combat for more than 1 friendlies
             if len(zone[0]) > 1:
                 logging.debug('group combat loop for = %s' % str(zone))
                 logging.debug('do_zone_combat.start = %s' % str(self.gamestate.time_remaining())) 
                 battle.do_zone_combat(self.gamestate, zone)
                 logging.debug('do_zone_combat.start = %s' % str(self.gamestate.time_remaining())) 
             
             # check if we still have time left to calculate more orders
             if self.gamestate.time_remaining() < 50:
                 logging.debug('bailing combat zone after %d times' % (i))
                 break
             
     logging.debug('issue_combat_task.finish = ' + str(self.gamestate.time_remaining()))