def recruit_unit(self, n): if n == 0: unit = Units.Infantry(self.current_player) elif n == 1: unit = Units.Tank(self.current_player) if self.current_player not in self.purchases: self.purchases[self.current_player] = [] self.purchases[self.current_player].append(unit)
def starting_conditions(self, n): for tile in self.border_tiles: for i in range(n): inf_unit = Units.Infantry(owner=tile.owner) tank_unit = Units.Tank(owner=tile.owner) tile.units.append(inf_unit) tile.units.append(tank_unit) tank_unit.set_position(tile.cords) inf_unit.set_position(tile.cords) # All the way to the left tile = self.map.board[int(self.map.board.__len__() / 2) - 1][0] tile.constructions.append(Buildings.Industry(owner=tile.owner)) print(self.map.board.__len__()) # All the way to the right tile = self.map.board[int(self.map.board.__len__() / 2) - 1][self.map.board.__len__() - 1] tile.constructions.append(Buildings.Industry(owner=tile.owner))