def simulate_battle(map_segment, attackradius2, attack_method): # add buffer so that battles aren't affected by wrapping #buffer = int(sqrt(attackradius2)) + 1 buffer = 0 map_data = create_map_data(map_segment, buffer) game = Ants({ 'attackradius2': attackradius2, 'map': map_data, 'attack': attack_method, # the rest of these options don't matter 'loadtime': 0, 'turntime': 0, 'viewradius2': 100, 'spawnradius2': 2, 'turns': 1 }) game.do_attack() # Figure out what number we labeled each character a = 0 b = 0 #print game.player_chars if 'a' in game.player_chars: a = len(game.player_ants(game.player_chars.index('a'))) if 'b' in game.player_chars: b = len(game.player_ants(game.player_chars.index('b'))) # remove buffer and return return (create_map_output(game.map, buffer), (a,b))
def simulate_battle(map_segment, attackradius2, attack_method): # add buffer so that battles aren't affected by wrapping buffer = int(sqrt(attackradius2)) + 1 map_data = create_map_data(map_segment, buffer) game = Ants({ 'attackradius2': attackradius2, 'map': map_data, 'attack': attack_method, # the rest of these options don't matter 'loadtime': 0, 'turntime': 0, 'viewradius2': 100, 'spawnradius2': 2, 'turns': 1 }) game.do_attack() # remove buffer and return return create_map_output(game.map, buffer)