7 class Map(game_common.Map):
9 def __getitem__(self, yx):
10 return self.terrain[self.get_position_index(yx)]
12 def __setitem__(self, yx, c):
13 pos_i = self.get_position_index(yx)
14 self.terrain = self.terrain[:pos_i] + c + self.terrain[pos_i + 1:]
17 """Iterate over YX position coordinates."""
18 for y in range(self.size[0]):
19 for x in range(self.size[1]):
24 return self.__class__.__name__[3:]
28 for y in range(self.size[0]):
29 yield (y, self.terrain[y * width:(y + 1) * width])
31 def get_fov_map(self, yx):
32 # TODO: Currently only have MapFovHex. Provide MapFovSquare.
33 fov_map_class = map_manager.get_map_class('Fov' + self.geometry)
34 return fov_map_class(self, yx)
36 # The following is used nowhere, so not implemented.
38 # for y in range(self.size[0]):
39 # for x in range(self.size[1]):
40 # yield ([y, x], self.terrain[self.get_position_index([y, x])])
42 def get_directions(self):
44 for name in dir(self):
45 if name[:5] == 'move_':
46 directions += [name[5:]]
49 def new_from_shape(self, init_char):
51 new_map = copy.deepcopy(self)
53 new_map[pos] = init_char
56 def move(self, start_pos, direction):
57 mover = getattr(self, 'move_' + direction)
58 new_pos = mover(start_pos)
59 if new_pos[0] < 0 or new_pos[1] < 0 or \
60 new_pos[0] >= self.size[0] or new_pos[1] >= self.size[1]:
61 raise server_.game.GameError('would move outside map bounds')
64 def move_LEFT(self, start_pos):
65 return [start_pos[0], start_pos[1] - 1]
67 def move_RIGHT(self, start_pos):
68 return [start_pos[0], start_pos[1] + 1]
73 # The following is used nowhere, so not implemented.
74 #def are_neighbors(self, pos_1, pos_2):
75 # if pos_1[0] == pos_2[0] and abs(pos_1[1] - pos_2[1]) <= 1:
77 # elif abs(pos_1[0] - pos_2[0]) == 1:
78 # if pos_1[0] % 2 == 0:
79 # if pos_2[1] in (pos_1[1], pos_1[1] - 1):
81 # elif pos_2[1] in (pos_1[1], pos_1[1] + 1):
85 def move_UPLEFT(self, start_pos):
86 if start_pos[0] % 2 == 0:
87 return [start_pos[0] - 1, start_pos[1] - 1]
89 return [start_pos[0] - 1, start_pos[1]]
91 def move_UPRIGHT(self, start_pos):
92 if start_pos[0] % 2 == 0:
93 return [start_pos[0] - 1, start_pos[1]]
95 return [start_pos[0] - 1, start_pos[1] + 1]
97 def move_DOWNLEFT(self, start_pos):
98 if start_pos[0] % 2 == 0:
99 return [start_pos[0] + 1, start_pos[1] - 1]
101 return [start_pos[0] + 1, start_pos[1]]
103 def move_DOWNRIGHT(self, start_pos):
104 if start_pos[0] % 2 == 0:
105 return [start_pos[0] + 1, start_pos[1]]
107 return [start_pos[0] + 1, start_pos[1] + 1]
110 class MapFovHex(MapHex):
112 def __init__(self, source_map, yx):
113 self.source_map = source_map
114 self.size = self.source_map.size
115 self.terrain = '?' * self.size_i
117 self.shadow_angles = []
118 self.circle_out(yx, self.shadow_process_hex)
120 def shadow_process_hex(self, yx, distance_to_center, dir_i, hex_i):
121 CIRCLE = 360 # Since we'll float anyways, number is actually arbitrary.
123 def correct_angle(angle):
128 def under_shadow_angle(new_angle):
129 for old_angle in self.shadow_angles:
130 if old_angle[0] >= new_angle[0] and \
131 new_angle[1] >= old_angle[1]:
132 #print('DEBUG shadowed by:', old_angle)
136 def merge_angle(new_angle):
137 for old_angle in self.shadow_angles:
138 if new_angle[0] > old_angle[0] and \
139 new_angle[1] <= old_angle[0]:
140 #print('DEBUG merging to', old_angle)
141 old_angle[0] = new_angle[0]
142 #print('DEBUG merged angle:', old_angle)
144 if new_angle[1] < old_angle[1] and \
145 new_angle[0] >= old_angle[1]:
146 #print('DEBUG merging to', old_angle)
147 old_angle[1] = new_angle[1]
148 #print('DEBUG merged angle:', old_angle)
152 def eval_angle(angle):
153 new_angle = [left_angle, right_angle]
154 #print('DEBUG ANGLE', angle, '(', step_size, distance_to_center, number_steps, ')')
155 if under_shadow_angle(angle):
158 if not self.source_map[yx] == '.':
159 #print('DEBUG throws shadow', angle)
161 while merge_angle(angle):
164 self.shadow_angles += [angle]
167 step_size = (CIRCLE/6)/distance_to_center
168 number_steps = dir_i * distance_to_center + hex_i
169 left_angle = correct_angle(-(step_size/2) - step_size*number_steps)
170 right_angle = correct_angle(left_angle - step_size)
171 if right_angle > left_angle:
172 eval_angle([left_angle, 0])
173 eval_angle([CIRCLE, right_angle])
175 eval_angle([left_angle, right_angle])
177 def circle_out(self, yx, f):
179 def move(pos, direction):
180 """Move position pos into direction. Return whether still in map."""
181 mover = getattr(self, 'move_' + direction)
183 if pos[0] < 0 or pos[1] < 0 or \
184 pos[0] >= self.size[0] or pos[1] >= self.size[1]:
188 directions = ('DOWNLEFT', 'LEFT', 'UPLEFT', 'UPRIGHT', 'RIGHT', 'DOWNRIGHT')
191 first_direction = 'RIGHT'
193 #print('DEBUG CIRCLE_OUT', yx)
195 circle_in_map = False
197 for dir_i in range(len(directions)):
198 for hex_i in range(distance):
199 direction = directions[dir_i]
200 if move(yx, direction):
201 f(yx, distance, dir_i, hex_i)
206 class MapSquare(Map):
208 # The following is used nowhere, so not implemented.
209 #def are_neighbors(self, pos_1, pos_2):
210 # return abs(pos_1[0] - pos_2[0]) <= 1 and abs(pos_1[1] - pos_2[1] <= 1)
212 def move_UP(self, start_pos):
213 return [start_pos[0] - 1, start_pos[1]]
215 def move_DOWN(self, start_pos):
216 return [start_pos[0] + 1, start_pos[1]]
219 map_manager = game_common.MapManager(globals())