import socket
import threading
from parser import ArgError, Parser
-from game_common import World, CommonCommandsMixin
+import game_common
-class Game(CommonCommandsMixin):
+class MapSquare(game_common.Map):
+
+ def list_terrain_to_lines(self, terrain_as_list):
+ terrain = ''.join(terrain_as_list)
+ map_lines = []
+ start_cut = 0
+ while start_cut < len(terrain):
+ limit = start_cut + self.game.world.map_.size[1]
+ map_lines += [terrain[start_cut:limit]]
+ start_cut = limit
+ return "\n".join(map_lines)
+
+
+class MapHex(game_common.Map):
+
+ def list_terrain_to_lines(self, terrain_as_list):
+ new_terrain_list = []
+ x = 0
+ y = 0
+ for c in terrain_as_list:
+ new_terrain_list += [c, ' ']
+ x += 1
+ if x == self.size[1]:
+ new_terrain_list += ['\n']
+ x = 0
+ y += 1
+ if y % 2 != 0:
+ new_terrain_list += [' ']
+ return ''.join(new_terrain_list)
+
+
+class World(game_common.World):
+
+ def __init__(self, *args, **kwargs):
+ """Extend original with local classes and empty default map.
+
+ We need the empty default map because we draw the map widget
+ on any update, even before we actually receive map data.
+ """
+ super().__init__(*args, **kwargs)
+ self.MapHex = MapHex
+ self.MapSquare = MapSquare
+ self.map_ = self.MapHex()
+
+
+class Game(game_common.CommonCommandsMixin):
world = World()
log_text = ''
for t in self.game.world.things:
pos_i = self.game.world.map_.get_position_index(t.position)
terrain_as_list[pos_i] = self.game.symbol_for_type(t.type_)
-
- #terrain = ''.join(terrain_as_list)
- #map_lines = []
- #start_cut = 0
- #while start_cut < len(terrain):
- # limit = start_cut + self.game.world.map_.size[1]
- # map_lines += [terrain[start_cut:limit]]
- # start_cut = limit
- #return "\n".join(map_lines)
-
- new_terrain_list = []
- x = 0
- y = 0
- for c in terrain_as_list:
- new_terrain_list += [c, ' ']
- x += 1
- if x == self.game.world.map_.size[1]:
- new_terrain_list += ['\n']
- x = 0
- y += 1
- if y % 2 != 0:
- new_terrain_list += [' ']
- return ''.join(new_terrain_list)
+ return self.game.world.map_.list_terrain_to_lines(terrain_as_list)
def update(self):
"""Redraw all non-edit widgets."""
class Map:
- def __init__(self, size=(0, 0), terrain=''):
+ def __init__(self, size=(0, 0)):
self.size = size
- self.terrain = terrain
+ self.terrain = '?'*self.size_i
+
+ @property
+ def size_i(self):
+ return self.size[0] * self.size[1]
def set_line(self, y, line):
height_map = self.size[0]
class World:
def __init__(self):
- self.Map = Map # child classes may use an extended Map class here
self.Thing = Thing # child classes may use an extended Thing class here
self.turn = 0
- self.map_ = self.Map()
self.things = []
def get_thing(self, id_):
self.things += [t]
return t
- def new_map(self, yx):
- self.map_ = self.Map(yx, '?')
+ def new_map(self, geometry, yx):
+ map_type = getattr(self, 'Map' + geometry)
+ self.map_ = map_type(yx)
class Thing:
class CommonCommandsMixin:
- def cmd_MAP(self, yx):
- """Create new map of size yx and only '?' cells."""
- self.world.new_map(yx)
- cmd_MAP.argtypes = 'yx_tuple:nonneg'
+ def cmd_MAP(self, geometry, yx):
+ """Create new map of grid geometry, size yx and only '?' cells."""
+ legal_grids = {'Hex', 'Square'}
+ if geometry not in legal_grids:
+ raise ArgError('First map argument must be one of: ' +
+ ', '.join(legal_grids))
+ self.world.new_map(geometry, yx)
+ cmd_MAP.argtypes = 'string yx_tuple:nonneg'
def cmd_THING_TYPE(self, i, type_):
t = self.world.get_thing(i)
print("FILE INPUT LINE %s: %s" % (i, line), end='')
game.io.handle_input(line, store=False)
else:
- game.io.handle_input('MAP Y:5,X:5')
+ game.io.handle_input('MAP Hex Y:5,X:5')
game.io.handle_input('TERRAIN_LINE 0 "xxxxx"')
game.io.handle_input('TERRAIN_LINE 1 "x...x"')
game.io.handle_input('TERRAIN_LINE 2 "x.X.x"')
# for x in range(self.size[1]):
# yield ([y, x], self.terrain[self.get_position_index([y, x])])
- @property
- def size_i(self):
- return self.size[0] * self.size[1]
-
def get_directions(self):
directions = []
for name in dir(self):
return directions
def new_from_shape(self, init_char):
- return Map(self.size, init_char*self.size_i)
-
- #def are_neighbors(self, pos_1, pos_2):
- # return abs(pos_1[0] - pos_2[0]) <= 1 and abs(pos_1[1] - pos_2[1] <= 1)
-
- def are_neighbors(self, pos_1, pos_2):
- if pos_1[0] == pos_2[0] and abs(pos_1[1] - pos_2[1]) <= 1:
- return True
- elif abs(pos_1[0] - pos_2[0]) == 1:
- if pos_1[0] % 2 == 0:
- if pos_2[1] in (pos_1[1], pos_1[1] - 1):
- return True
- elif pos_2[1] in (pos_1[1], pos_1[1] + 1):
- return True
- return False
+ import copy
+ new_map = copy.deepcopy(self)
+ for pos in new_map:
+ new_map[pos] = init_char
+ return new_map
def move(self, start_pos, direction):
mover = getattr(self, 'move_' + direction)
def move_RIGHT(self, start_pos):
return [start_pos[0], start_pos[1] + 1]
- #def move_UP(self, start_pos):
- # return [start_pos[0] - 1, start_pos[1]]
- #def move_DOWN(self, start_pos):
- # return [start_pos[0] + 1, start_pos[1]]
+class MapHex(Map):
+
+ def are_neighbors(self, pos_1, pos_2):
+ if pos_1[0] == pos_2[0] and abs(pos_1[1] - pos_2[1]) <= 1:
+ return True
+ elif abs(pos_1[0] - pos_2[0]) == 1:
+ if pos_1[0] % 2 == 0:
+ if pos_2[1] in (pos_1[1], pos_1[1] - 1):
+ return True
+ elif pos_2[1] in (pos_1[1], pos_1[1] + 1):
+ return True
+ return False
def move_UPLEFT(self, start_pos):
if start_pos[0] % 2 == 0:
return [start_pos[0] + 1, start_pos[1] + 1]
+class MapSquare(Map):
+
+ def are_neighbors(self, pos_1, pos_2):
+ return abs(pos_1[0] - pos_2[0]) <= 1 and abs(pos_1[1] - pos_2[1] <= 1)
+
+ def move_UP(self, start_pos):
+ return [start_pos[0] - 1, start_pos[1]]
+
+ def move_DOWN(self, start_pos):
+ return [start_pos[0] + 1, start_pos[1]]
+
+
class World(game_common.World):
def __init__(self):
super().__init__()
- self.Thing = Thing # use local Thing class instead of game_common's
- self.Map = Map # use local Map class instead of game_common's
- self.map_ = Map() # use extended child class
self.player_id = 0
+ # use extended local classes
+ self.Thing = Thing
+ self.MapHex = MapHex
+ self.MapSquare = MapSquare
def proceed_to_next_player_turn(self):
"""Run game world turns until player can decide their next step.
return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1])
self.io.send('NEW_TURN ' + str(self.world.turn))
- self.io.send('MAP ' + stringify_yx(self.world.map_.size))
+ grid = self.world.map_.__class__.__name__[3:]
+ self.io.send('MAP ' + grid +' ' + stringify_yx(self.world.map_.size))
visible_map = self.world.get_player().get_visible_map()
for y, line in visible_map.lines():
self.io.send('VISIBLE_MAP_LINE %5s %s' % (y, self.io.quote(line)))