Clear last turn's procurement requests each turn.

Without this, *this turn's* urgent requests are lower priority than last
turn's stretch goals. The requests are remade every turn so we lose
nothing by removing this.

Bug was introduced by f69450e2ae24df81d42b1ebc63d8375731154612, so this
doesn't affect 2.5.
This commit is contained in:
Dan Albert 2021-05-27 19:53:48 -07:00
parent 748a752e29
commit 9a34ada258
2 changed files with 6 additions and 5 deletions

View File

@ -404,6 +404,9 @@ class Game:
self.compute_transit_networks()
self.ground_planners = {}
self.blue_procurement_requests.clear()
self.red_procurement_requests.clear()
self.transfers.order_airlift_assets()
self.transfers.plan_transports()
@ -438,7 +441,7 @@ class Game:
manage_front_line=self.settings.automate_front_line_reinforcements,
manage_aircraft=self.settings.automate_aircraft_reinforcements,
front_line_budget_share=ground_portion,
).spend_budget(self.budget, self.blue_procurement_requests)
).spend_budget(self.budget)
self.enemy_budget = ProcurementAi(
self,
@ -448,7 +451,7 @@ class Game:
manage_front_line=True,
manage_aircraft=True,
front_line_budget_share=ground_portion,
).spend_budget(self.enemy_budget, self.red_procurement_requests)
).spend_budget(self.enemy_budget)
def message(self, text: str) -> None:
self.informations.append(Information(text, turn=self.turn))

View File

@ -58,9 +58,7 @@ class ProcurementAi:
self.front_line_budget_share = front_line_budget_share
self.threat_zones = self.game.threat_zone_for(not self.is_player)
def spend_budget(
self, budget: float, aircraft_requests: List[AircraftProcurementRequest]
) -> float:
def spend_budget(self, budget: float) -> float:
if self.manage_runways:
budget = self.repair_runways(budget)
if self.manage_front_line: