def update(event, screen): for grid_cols in grids: for grid in grid_cols: grid.update(event) grid.render(screen) for city in corners: city.update(event) city.render(screen) for player in players: player.update(event) player.render(screen)
def update( self ): self.production.reset() self.consumption.reset() self.stockpile.reset() self.population = 0 self.military = 0 self.youth = 0 for city in self.cities: city.update() self.production += city.production self.consumption += city.consumption self.stockpile += city.stockpile self.population += city.population self.military += city.military self.youth += city.youth self.change = self.production - self.consumption
def tick( self ): "Perform one tick of the simulation" self.out.log("-" * 79) self.out.log("Faction: '%s' beginning tick." % self.name) # handle our resources self.out.log( "Initial Stockpile: %s." % repr(self.stockpile) ) for city in self.cities: city.update() city.tick() self.update() self.out.log( "Consumption: %s." % repr(self.consumption) ) self.out.log( "Production: %s." % repr(self.production) ) self.out.log( "Final Stockpile: %s." % repr(self.stockpile) ) self.out.log("Faction has completed tick.") self.out.log("-" * 79)
def update(): db_init() ### = master city.update()