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David Jones  committed f9ad172

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  • Parent commits af0bd0c

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   def get_end_rates(self):
+    """
+    At the end of the simulation, find the total number of ships
+    on the planets, and the sum of the growth rates for each player.
+
+    This assumes all fleets will have landed by max_turn... which
+    is probably a bad assumption.
+
+    Must be called after update_state()
+    """
+
     counts = [0,0,0]
     tmp = [(fut[-1][1], fut[-1][2], i, self.pw.planets[i].growth_rate)
            for (i,fut) in enumerate(self.futures)
            if fut[-1][1] > 0]
 
-    # for (xxxx,xxx,i, xx) in tmp:
-    #   self.log_planet_state(i, True)
-      
     debug("in score_end_count: %s", tmp)
+
     rates = [0, 0, 0]
     for owner, ships, planet, rate  in tmp:
       rates[owner] += rate
       
     
   def find_closest_distance(self):
-    """Update information about the distance between the players
-    must be called after futures is calculated.
+    """
+    Find the closest distance between me and the enemy.
+    Must be called after update_state()
     """
 
-    # find the closet from me to the enemy
     mine = [idx for idx in self.pidx if self.futures[idx][-1][1] == 1]
     enemy = set(idx for idx in self.pidx if self.futures[idx][-1][1] == 2)
 
       for (d, n) in self.pw.planets[m].neighbors:
         if d >= best_d: break
         if n in enemy:
-          self.best_pair = (m, n)
           best_d = d
     self.closest_distance = best_d
     
-        
+  def update_state(self):
+    """
+    This is where all of the game state stuff is calculated.
+    """
+    The ships available for each planet is calculated.  I used
+    to c
+    if time.time() > self.end_time:
       
-    
-  def update_state(self):
-    if time.time() > self.end_time:
       raise OutOfTime()
     pw = self.pw
     self.fleets = load_fleets(pw.planets, pw.fleets, self.max_turn)