def _setup_grid(self, cursor): self.check_size() # Teams self.team_dict = team_q.get_real_active_teams(cursor, skip_irs=False) # Cities self.city_dict = city_q.get_cities_for_map(cursor, left=self.left, top=self.top, right=self.right, bottom=self.bottom) # Buildings self.building_dict = building_q.get_all_buildings(cursor) # Very small saving city_q.mass_get_city_buildings(cursor, self.city_dict) # Huge time saving on this one city_f.mass_city_wall_check(cursor, self.city_dict) # Wonders self.wonder_dict = wonder_q.get_all_wonders(cursor) # Artefacts self.artefact_dict = artefact_q.get_all_artefacts(cursor) # Cache things so we don't need to iterate through all cities self.cities_with_wonder = [] self.cities_with_artefact = [] for k, v in self.wonder_dict.items(): self.cities_with_wonder.append(v.city) for k, v in self.artefact_dict.items(): self.cities_with_artefact.append(v.city) self.cities_with_wonder = set(self.cities_with_wonder) self.cities_with_artefact = set(self.cities_with_artefact)
import database from classes import world, res_dict from classes import team, city, squad, army, unit from queries import equipment_q, building_q, deity_q, evolution_q, tech_q, spell_q, artefact_q, wonder_q # Need some live data for things like buildings etc temp_cursor = database.get_cursor() equipment_dict = equipment_q.get_all_equipment(temp_cursor) building_dict = building_q.get_all_buildings(temp_cursor) deity_dict = deity_q.get_all_deities(temp_cursor) evolution_dict = evolution_q.get_all_evolutions(temp_cursor) spell_dict = spell_q.get_all_spells(temp_cursor) tech_dict = tech_q.get_all_techs(temp_cursor) artefact_dict = artefact_q.get_all_artefacts(temp_cursor) wonder_dict = wonder_q.get_all_wonders(temp_cursor) def dummy_world(): w = world.World(Dead_cursor()) # LISTS #------------------------ w._equipment = equipment_dict w._buildings = building_dict w._deities = deity_dict w._evolutions = evolution_dict w._spells = spell_dict w._techs = tech_dict w._artefacts = artefact_dict # TEAMS #------------------------