import game_common
+def get_map_class(geometry):
+ return globals()['Map' + geometry]
+
+
class MapSquare(game_common.Map):
def list_terrain_to_lines(self, terrain_as_list):
on any update, even before we actually receive map data.
"""
super().__init__(*args, **kwargs)
- self.MapHex = MapHex
- self.MapSquare = MapSquare
- self.map_ = self.MapHex()
+ self.get_map_class = get_map_class
+ self.map_ = self.get_map_class('Hex')()
class Game(game_common.CommonCommandsMixin):
return t
def new_map(self, geometry, yx):
- map_type = getattr(self, 'Map' + geometry)
+ map_type = self.get_map_class(geometry)
self.map_ = map_type(yx)
import sys
sys.path.append('../')
import game_common
+import server_.map_
class GameError(Exception):
pass
-class Map(game_common.Map):
-
- def __getitem__(self, yx):
- return self.terrain[self.get_position_index(yx)]
-
- def __setitem__(self, yx, c):
- pos_i = self.get_position_index(yx)
- self.terrain = self.terrain[:pos_i] + c + self.terrain[pos_i + 1:]
-
- def __iter__(self):
- """Iterate over YX position coordinates."""
- for y in range(self.size[0]):
- for x in range(self.size[1]):
- yield [y, x]
-
- def lines(self):
- width = self.size[1]
- for y in range(self.size[0]):
- yield (y, self.terrain[y * width:(y + 1) * width])
-
- # The following is used nowhere, so not implemented.
- #def items(self):
- # for y in range(self.size[0]):
- # for x in range(self.size[1]):
- # yield ([y, x], self.terrain[self.get_position_index([y, x])])
-
- def get_directions(self):
- directions = []
- for name in dir(self):
- if name[:5] == 'move_':
- directions += [name[5:]]
- return directions
-
- def new_from_shape(self, init_char):
- 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)
- new_pos = mover(start_pos)
- if new_pos[0] < 0 or new_pos[1] < 0 or \
- new_pos[0] >= self.size[0] or new_pos[1] >= self.size[1]:
- raise GameError('would move outside map bounds')
- return new_pos
-
- def move_LEFT(self, start_pos):
- return [start_pos[0], start_pos[1] - 1]
-
- def move_RIGHT(self, start_pos):
- return [start_pos[0], start_pos[1] + 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]
- else:
- return [start_pos[0] - 1, start_pos[1]]
-
- def move_UPRIGHT(self, start_pos):
- if start_pos[0] % 2 == 0:
- return [start_pos[0] - 1, start_pos[1]]
- else:
- return [start_pos[0] - 1, start_pos[1] + 1]
-
- def move_DOWNLEFT(self, start_pos):
- if start_pos[0] % 2 == 0:
- return [start_pos[0] + 1, start_pos[1] - 1]
- else:
- return [start_pos[0] + 1, start_pos[1]]
-
- def move_DOWNRIGHT(self, start_pos):
- if start_pos[0] % 2 == 0:
- return [start_pos[0] + 1, start_pos[1]]
- else:
- 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):
self.player_id = 0
# use extended local classes
self.Thing = Thing
- self.MapHex = MapHex
- self.MapSquare = MapSquare
+ self.get_map_class = server_.map_.get_map_class
def proceed_to_next_player_turn(self):
"""Run game world turns until player can decide their next step.
--- /dev/null
+import sys
+sys.path.append('../')
+import game_common
+import server_.game
+
+
+class Map(game_common.Map):
+
+ def __getitem__(self, yx):
+ return self.terrain[self.get_position_index(yx)]
+
+ def __setitem__(self, yx, c):
+ pos_i = self.get_position_index(yx)
+ self.terrain = self.terrain[:pos_i] + c + self.terrain[pos_i + 1:]
+
+ def __iter__(self):
+ """Iterate over YX position coordinates."""
+ for y in range(self.size[0]):
+ for x in range(self.size[1]):
+ yield [y, x]
+
+ def lines(self):
+ width = self.size[1]
+ for y in range(self.size[0]):
+ yield (y, self.terrain[y * width:(y + 1) * width])
+
+ # The following is used nowhere, so not implemented.
+ #def items(self):
+ # for y in range(self.size[0]):
+ # for x in range(self.size[1]):
+ # yield ([y, x], self.terrain[self.get_position_index([y, x])])
+
+ def get_directions(self):
+ directions = []
+ for name in dir(self):
+ if name[:5] == 'move_':
+ directions += [name[5:]]
+ return directions
+
+ def new_from_shape(self, init_char):
+ 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)
+ new_pos = mover(start_pos)
+ if new_pos[0] < 0 or new_pos[1] < 0 or \
+ new_pos[0] >= self.size[0] or new_pos[1] >= self.size[1]:
+ raise server_.game.GameError('would move outside map bounds')
+ return new_pos
+
+ def move_LEFT(self, start_pos):
+ return [start_pos[0], start_pos[1] - 1]
+
+ def move_RIGHT(self, start_pos):
+ return [start_pos[0], start_pos[1] + 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]
+ else:
+ return [start_pos[0] - 1, start_pos[1]]
+
+ def move_UPRIGHT(self, start_pos):
+ if start_pos[0] % 2 == 0:
+ return [start_pos[0] - 1, start_pos[1]]
+ else:
+ return [start_pos[0] - 1, start_pos[1] + 1]
+
+ def move_DOWNLEFT(self, start_pos):
+ if start_pos[0] % 2 == 0:
+ return [start_pos[0] + 1, start_pos[1] - 1]
+ else:
+ return [start_pos[0] + 1, start_pos[1]]
+
+ def move_DOWNRIGHT(self, start_pos):
+ if start_pos[0] % 2 == 0:
+ return [start_pos[0] + 1, start_pos[1]]
+ else:
+ 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]]
+
+
+def get_map_class(geometry):
+ return globals()['Map' + geometry]