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()))
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()))
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()))