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Don't advance the clock between turn 0 and turn 1.
Turn 0 isn't a real thing, it's just a game play affordance that allows players to set up their initial conditions.
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parent
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12
game/game.py
12
game/game.py
@ -271,7 +271,10 @@ class Game:
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events.update_front_line(front_line)
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events.update_front_line(front_line)
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cp.base.affect_strength(+PLAYER_BASE_STRENGTH_RECOVERY)
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cp.base.affect_strength(+PLAYER_BASE_STRENGTH_RECOVERY)
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self.conditions = self.generate_conditions()
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# We don't actually advance time or change the conditions between turn 0 and
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# turn 1.
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if self.turn > 1:
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self.conditions = self.generate_conditions()
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def begin_turn_0(self) -> None:
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def begin_turn_0(self) -> None:
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"""Initialization for the first turn of the game."""
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"""Initialization for the first turn of the game."""
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@ -424,7 +427,12 @@ class Game:
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@property
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@property
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def current_turn_time_of_day(self) -> TimeOfDay:
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def current_turn_time_of_day(self) -> TimeOfDay:
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return list(TimeOfDay)[self.turn % 4]
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# We don't actually advance time between turn 0 and turn 1. Clamp the turn value
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# to 1 so we get the same answer for 0 and 1. We clamp to 1 rather than 0
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# because historically we've started campaigns in day rather than in dawn. We
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# can either start at 1, or we could re-order the enum.
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tod_turn = max(1, self.turn)
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return list(TimeOfDay)[tod_turn % 4]
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@property
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@property
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def current_day(self) -> date:
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def current_day(self) -> date:
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