def initialize_turn(self, for_red: bool = True, for_blue: bool = True) -> None: """Performs turn initialization for the specified players. Turn initialization performs all of the beginning-of-turn actions. *End-of-turn* processing happens in `pass_turn` (despite the name, it's called both for skipping the turn and ending the turn after combat). Special care needs to be taken here because initialization can occur more than once per turn. A number of events can require re-initializing a turn: * Cheat capture. Bases changing hands invalidates many missions in both ATOs, purchase orders, threat zones, transit networks, etc. Practically speaking, after a base capture the turn needs to be treated as fully new. The game might even be over after a capture. * Cheat front line position. CAS missions are no longer in the correct location, and the ground planner may also need changes. * Selling/buying units at TGOs. Selling a TGO might leave missions in the ATO with invalid targets. Buying a new SAM (or even replacing some units in a SAM) potentially changes the threat zone and may alter mission priorities and flight planning. Most of the work is delegated to initialize_turn_for, which handles the coalition-specific turn initialization. In some cases only one coalition will be (re-) initialized. This is the case when buying or selling TGO units, since we don't want to force the player to redo all their planning just because they repaired a SAM, but should replan opfor when that happens. On the other hand, base captures are significant enough (and likely enough to be the first thing the player does in a turn) that we replan blue as well. Front lines are less impactful but also likely to be early, so they also cause a blue replan. Args: for_red: True if opfor should be re-initialized. for_blue: True if the player coalition should be re-initialized. """ self.events = [] self._generate_events() self.set_bullseye() # Update statistics self.game_stats.update(self) # Check for win or loss condition turn_state = self.check_win_loss() if turn_state in (TurnState.LOSS, TurnState.WIN): return self.process_win_loss(turn_state) # Plan Coalition specific turn if for_red: self.initialize_turn_for(player=False) if for_blue: self.initialize_turn_for(player=True) # Plan GroundWar for cp in self.theater.controlpoints: if cp.has_frontline: gplanner = GroundPlanner(cp, self) gplanner.plan_groundwar() self.ground_planners[cp.id] = gplanner
def pass_turn(self, no_action=False, ignored_cps: typing.Collection[ControlPoint] = None): logging.info("Pass turn") self.informations.append( Information("End of turn #" + str(self.turn), "-" * 40, 0)) self.turn = self.turn + 1 for event in self.events: if self.settings.version == "dev": # don't damage player CPs in by skipping in dev mode if isinstance(event, UnitsDeliveryEvent): event.skip() else: event.skip() self._enemy_reinforcement() self._budget_player() if not no_action and self.turn > 1: for cp in self.theater.player_points(): cp.base.affect_strength(+PLAYER_BASE_STRENGTH_RECOVERY) else: for cp in self.theater.player_points(): if not cp.is_carrier and not cp.is_lha: cp.base.affect_strength(-PLAYER_BASE_STRENGTH_RECOVERY) self.ignored_cps = [] if ignored_cps: self.ignored_cps = ignored_cps self.events = [] # type: typing.List[Event] self._generate_events() # Update statistics self.game_stats.update(self) # Plan flights & combat for next turn self.__culling_points = self.compute_conflicts_position() self.planners = {} self.ground_planners = {} for cp in self.theater.controlpoints: if cp.has_runway(): planner = FlightPlanner(cp, self) planner.plan_flights() self.planners[cp.id] = planner if cp.has_frontline: gplanner = GroundPlanner(cp, self) gplanner.plan_groundwar() self.ground_planners[cp.id] = gplanner # Autosave progress persistency.autosave(self)
def initialize_turn(self) -> None: self.events = [] self._generate_events() # Update statistics self.game_stats.update(self) self.aircraft_inventory.reset() for cp in self.theater.controlpoints: self.aircraft_inventory.set_from_control_point(cp) # Plan flights & combat for next turn self.__culling_points = self.compute_conflicts_position() self.ground_planners = {} self.blue_ato.clear() self.red_ato.clear() CoalitionMissionPlanner(self, is_player=True).plan_missions() CoalitionMissionPlanner(self, is_player=False).plan_missions() for cp in self.theater.controlpoints: if cp.has_frontline: gplanner = GroundPlanner(cp, self) gplanner.plan_groundwar() self.ground_planners[cp.id] = gplanner
def initialize_turn(self) -> None: self.events = [] self._generate_events() # Update statistics self.game_stats.update(self) self.aircraft_inventory.reset() for cp in self.theater.controlpoints: self.aircraft_inventory.set_from_control_point(cp) # Check for win or loss condition turn_state = self.check_win_loss() if turn_state in (TurnState.LOSS, TurnState.WIN): return self.process_win_loss(turn_state) # Plan flights & combat for next turn self.compute_conflicts_position() self.compute_threat_zones() self.ground_planners = {} self.blue_ato.clear() self.red_ato.clear() blue_planner = CoalitionMissionPlanner(self, is_player=True) blue_planner.plan_missions() red_planner = CoalitionMissionPlanner(self, is_player=False) red_planner.plan_missions() for cp in self.theater.controlpoints: if cp.has_frontline: gplanner = GroundPlanner(cp, self) gplanner.plan_groundwar() self.ground_planners[cp.id] = gplanner self.plan_procurement(blue_planner, red_planner)