def win_map(self):
+ charmap = {
+ "0": "_",
+ "1": ".",
+ "2": ":",
+ "3": "%",
+ "4": "#",
+ "5": "X",
+ }
win_size = self.size
offset = [0, 0]
for i in range(2):
winmap_size = [world_data["map_size"], world_data["map_size"] * 2 + 1]
winmap = []
curses.init_pair(1, curses.COLOR_WHITE, curses.COLOR_BLACK)
- curses.init_pair(2, curses.COLOR_BLUE, curses.COLOR_BLACK)
- curses.init_pair(3, curses.COLOR_RED, curses.COLOR_BLACK)
- curses.init_pair(4, curses.COLOR_YELLOW, curses.COLOR_BLACK)
- curses.init_pair(5, curses.COLOR_CYAN, curses.COLOR_BLACK)
- curses.init_pair(6, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
- curses.init_pair(7, curses.COLOR_GREEN, curses.COLOR_BLACK)
- curses.init_pair(8, curses.COLOR_BLACK, curses.COLOR_BLUE)
- curses.init_pair(9, curses.COLOR_BLACK, curses.COLOR_MAGENTA)
+ #curses.init_pair(2, curses.COLOR_BLUE, curses.COLOR_BLACK)
+ #curses.init_pair(3, curses.COLOR_CYAN, curses.COLOR_BLACK)
+ curses.init_pair(4, curses.COLOR_GREEN, curses.COLOR_BLACK)
+ curses.init_pair(5, curses.COLOR_YELLOW, curses.COLOR_BLACK)
+ curses.init_pair(6, curses.COLOR_RED, curses.COLOR_BLACK)
+ curses.init_pair(7, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
+ curses.init_pair(8, curses.COLOR_BLACK, curses.COLOR_WHITE)
+ #curses.init_pair(9, curses.COLOR_BLACK, curses.COLOR_BLUE)
curses.init_pair(10, curses.COLOR_BLACK, curses.COLOR_CYAN)
+ curses.init_pair(11, curses.COLOR_BLACK, curses.COLOR_GREEN)
+ curses.init_pair(12, curses.COLOR_BLACK, curses.COLOR_YELLOW)
+ curses.init_pair(13, curses.COLOR_BLACK, curses.COLOR_RED)
+ curses.init_pair(14, curses.COLOR_BLACK, curses.COLOR_MAGENTA)
col_unknown = curses.color_pair(1)
- col_mem_obstacle = curses.color_pair(2)
- col_mem = curses.color_pair(2)
- col_stone = curses.color_pair(1)
- col_player = curses.color_pair(5)
- col_ground = curses.color_pair(6)
- col_ground_wet = curses.color_pair(8)
- col_ground_wetter = curses.color_pair(9)
- col_ground_wettest = curses.color_pair(10)
- col_dirt = curses.color_pair(3)
- col_dirt_wet = curses.color_pair(8)
- col_dirt_wetter = curses.color_pair(9)
- col_dirt_wettest = curses.color_pair(10)
- col_earth = curses.color_pair(3)
- col_earth_wet = curses.color_pair(8)
- col_earth_wetter = curses.color_pair(9)
- col_earth_wettest = curses.color_pair(10)
- col_wall_dirt = curses.color_pair(4)
- col_wall_dirt_wet = curses.color_pair(8)
- col_wall_dirt_wetter = curses.color_pair(9)
- col_wall_dirt_wettest = curses.color_pair(10)
- col_wall_earth = curses.color_pair(4)
- col_wall_earth_wet = curses.color_pair(8)
- col_wall_earth_wetter = curses.color_pair(9)
- col_wall_earth_wettest = curses.color_pair(10)
- col_wall_stone = curses.color_pair(1)
- col_wall_stone_wet = curses.color_pair(8)
- col_wall_stone_wetter = curses.color_pair(9)
- col_wall_stone_wettest = curses.color_pair(10)
+ col_mem = curses.color_pair(1)
+ col_player = curses.color_pair(8)
+ earth_colors = [
+ curses.color_pair(4),
+ curses.color_pair(5),
+ curses.color_pair(5),
+ curses.color_pair(6),
+ curses.color_pair(6),
+ curses.color_pair(7),
+ ]
+ water_colors = [
+ curses.color_pair(10),
+ curses.color_pair(11),
+ curses.color_pair(12),
+ curses.color_pair(13),
+ curses.color_pair(14),
+ ]
for y in range(world_data["map_size"]):
for x in range(world_data["map_size"]):
pos = y * world_data["map_size"] + x
continue
if char == " ":
char = world_data["mem_map"][pos]
- attribute = col_mem
if char == " ":
attribute = col_unknown
- elif char in "%#X":
- attribute = col_mem_obstacle
+ else:
+ attribute = col_mem
+ if char in charmap:
+ char = charmap[char]
bonus = (" ", attribute)
winmap += [(char, attribute), bonus]
else:
- attribute = col_stone
bonus = " "
- if char == "_":
- attribute = col_ground
- elif char == "~":
- if world_data["wetmap"][pos] == "1":
- attribute = col_ground_wet
- if world_data["wetmap"][pos] == "2":
- attribute = col_ground_wetter
- if world_data["wetmap"][pos] == "3":
- attribute = col_ground_wettest
- if char == ".":
- attribute = col_dirt
- if world_data["wetmap"][pos] == "1":
- attribute = col_dirt_wet
- if world_data["wetmap"][pos] == "2":
- attribute = col_dirt_wetter
- if world_data["wetmap"][pos] == "3":
- attribute = col_dirt_wettest
- elif char == ":":
- attribute = col_earth
- if world_data["wetmap"][pos] == "1":
- attribute = col_earth_wet
- if world_data["wetmap"][pos] == "2":
- attribute = col_earth_wetter
- if world_data["wetmap"][pos] == "3":
- attribute = col_earth_wettest
- elif char == "%":
- attribute = col_wall_dirt
- if world_data["wetmap"][pos] == "1":
- attribute = col_wall_dirt_wet
- if world_data["wetmap"][pos] == "2":
- attribute = col_wall_dirt_wetter
- if world_data["wetmap"][pos] == "3":
- attribute = col_wall_dirt_wettest
- elif char == "#":
- attribute = col_wall_earth
- if world_data["wetmap"][pos] == "1":
- attribute = col_wall_earth_wet
- if world_data["wetmap"][pos] == "2":
- attribute = col_wall_earth_wetter
- if world_data["wetmap"][pos] == "3":
- attribute = col_wall_earth_wettest
- elif char == "X":
- attribute = col_wall_stone
- if world_data["wetmap"][pos] == "1":
- attribute = col_wall_stone_wet
- if world_data["wetmap"][pos] == "2":
- attribute = col_wall_stone_wetter
- if world_data["wetmap"][pos] == "3":
- attribute = col_wall_stone_wettest
+ attribute = col_unknown
+ wetval = ord(world_data["wetmap"][pos]) - ord("0")
+ if ord("0") <= ord(char) <= ord("5"):
+ mapval = ord(char) - ord("0")
+ if 1 <= wetval <= 5:
+ attribute = water_colors[wetval + (mapval - 1)]
+ else:
+ attribute = earth_colors[mapval]
+ if char in charmap:
+ char = charmap[char]
elif char == "@":
attribute = col_player
winmap += [(char, attribute), bonus]
winmap += " "
return offset, winmap_size, winmap
+
from client.config.world_data import world_data
world_data["bowel"] = 0
world_data["bladder"] = 0