cut_end = cut_start + view_width
map_lines[:] = [line[cut_start:cut_end] for line in map_lines]
- def format_to_view(self, map_cells, center, size):
+ def format_to_view(self, map_cells, center, size, indent_first_line):
def map_cells_to_lines(map_cells):
- map_view_chars = ['0']
+ map_view_chars = []
+ if indent_first_line:
+ map_view_chars += ['0']
x = 0
y = 0
for cell in map_cells:
map_view_chars += ['\n']
x = 0
y += 1
- if y % 2 == 0:
+ if y % 2 == int(not indent_first_line):
map_view_chars += ['0']
- if y % 2 == 0:
+ if y % 2 == int(not indent_first_line):
map_view_chars = map_view_chars[:-1]
map_view_chars = map_view_chars[:-1]
return ''.join(map_view_chars).split('\n')
map_lines = map_cells_to_lines(map_cells)
- if len(map_lines) % 2 == 0:
- map_lines = map_lines[1:]
- else:
- for i in range(len(map_lines)):
- map_lines[i] = '0' + map_lines[i]
self.y_cut(map_lines, center[1].y, size.y)
map_width = self.size.x * 2 + 1
self.x_cut(map_lines, center[1].x * 2, size.x, map_width)
center = self.tui.game.world.player.position
if self.tui.examiner_mode:
center = self.tui.examiner_position
+ indent_first_line = not bool(self.tui.game.world.offset.y % 2)
lines = self.tui.game.world.map_.\
- format_to_view(annotated_terrain, center, self.size)
+ format_to_view(annotated_terrain, center, self.size,
+ indent_first_line)
pad_or_cut_x(lines)
pad_y(lines)
self.safe_write(lines_to_colored_chars(lines))
self._surrounding_map = None
self._surroundings_offset = None
- def must_fix_indentation(self):
- return self._radius % 2 != self.position[1].y % 2
-
def get_surroundings_offset(self):
if self._surroundings_offset is not None:
return self._surroundings_offset
- add_line = self.must_fix_indentation()
- offset = YX(self.position[0].y * self.world.game.map_size.y + self.position[1].y - self._radius - int(add_line),
- self.position[0].x * self.world.game.map_size.x + self.position[1].x - self._radius)
+ offset = YX(self.position[0].y * self.world.game.map_size.y +
+ self.position[1].y - self._radius,
+ self.position[0].x * self.world.game.map_size.x +
+ self.position[1].x - self._radius)
self._surroundings_offset = offset
return self._surroundings_offset
def get_surrounding_map(self):
if self._surrounding_map is not None:
return self._surrounding_map
- add_line = self.must_fix_indentation()
- self._surrounding_map = Map(size=YX(self._radius*2+1+int(add_line),
- self._radius*2+1))
+ self._surrounding_map = Map(size=YX(self._radius*2+1, self._radius*2+1))
offset = self.get_surroundings_offset()
for pos in self._surrounding_map:
offset_pos = pos + offset
for pos in surrounding_map:
if surrounding_map[pos] in {'.', '~'}:
m[pos] = '.'
- add_line = self.must_fix_indentation()
- fov_center = YX((add_line + m.size.y) // 2, m.size.x // 2)
+ fov_center = YX((m.size.y) // 2, m.size.x // 2)
self._stencil = FovMapHex(m, fov_center)
return self._stencil