def startTurn(self): from GameObject import Bot from GameObject import Frame from GameObject import Wall from GameObject import Type BaseAI.bots = [Bot(library.getBot(self.connection, i)) for i in xrange(library.getBotCount(self.connection))] BaseAI.frames = [Frame(library.getFrame(self.connection, i)) for i in xrange(library.getFrameCount(self.connection))] BaseAI.walls = [Wall(library.getWall(self.connection, i)) for i in xrange(library.getWallCount(self.connection))] BaseAI.types = [Type(library.getType(self.connection, i)) for i in xrange(library.getTypeCount(self.connection))] if not self.initialized: self.initialized = True self.init() BaseAI.iteration += 1; if self.runGenerator: try: return self.runGenerator.next() except StopIteration: self.runGenerator = None r = self.run() if hasattr(r, '__iter__'): self.runGenerator = r return r.next() return self.run()
def startTurn(self): from gameObjects import Wall, Crate, Weapon, Human, Zombie, Airstrike, Spawnzone BaseAI.walls = [Wall(library.getWalls(i)) for i in xrange(library.getWallCount())] BaseAI.crates = [Crate(library.getCrates(i)) for i in xrange(library.getCrateCount())] BaseAI.weapons = [Weapon(library.getWeapons(i)) for i in xrange(library.getWeaponCount())] BaseAI.humans = [Human(library.getHumans(i)) for i in xrange(library.getHumanCount())] BaseAI.zombies = [Zombie(library.getZombies(i)) for i in xrange(library.getZombieCount())] BaseAI.airstrikes = [Airstrike(library.getAirstrikes(i)) for i in xrange(library.getAirstrikeCount())] BaseAI.spawnzones = [Spawnzone(library.getSpawnzones(i)) for i in xrange(library.getSpawnzoneCount())] if self.turnNum() == 1: self.init() if not library.isHuman(): return 1 if library.isHuman(): return self.runHuman() else: return self.runZombie()
def startTurn(self): from GameObject import Bot from GameObject import Frame from GameObject import Wall from GameObject import Type BaseAI.bots = [ Bot(library.getBot(self.connection, i)) for i in xrange(library.getBotCount(self.connection)) ] BaseAI.frames = [ Frame(library.getFrame(self.connection, i)) for i in xrange(library.getFrameCount(self.connection)) ] BaseAI.walls = [ Wall(library.getWall(self.connection, i)) for i in xrange(library.getWallCount(self.connection)) ] BaseAI.types = [ Type(library.getType(self.connection, i)) for i in xrange(library.getTypeCount(self.connection)) ] if not self.initialized: self.initialized = True self.init() BaseAI.iteration += 1 if self.runGenerator: try: return self.runGenerator.next() except StopIteration: self.runGenerator = None r = self.run() if hasattr(r, '__iter__'): self.runGenerator = r return r.next() return r