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Refactor / encapsulate Map stuff into own module.
authorChristian Heller <c.heller@plomlompom.de>
Fri, 18 Jan 2019 01:53:16 +0000 (02:53 +0100)
committerChristian Heller <c.heller@plomlompom.de>
Fri, 18 Jan 2019 01:53:16 +0000 (02:53 +0100)
client.py
game_common.py
server_/game.py
server_/map_.py [new file with mode: 0644]

index e270a8c9a63d6dc424ce28ef3c91c38febbf387c..9d0da0d534399be8f546258d8976036ac53c9eb6 100755 (executable)
--- a/client.py
+++ b/client.py
@@ -7,6 +7,10 @@ from parser import ArgError, Parser
 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):
@@ -47,9 +51,8 @@ class World(game_common.World):
         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):
index b37e4475ffaf3fd420e53cd39eea6551c169bce2..2277f13c36ab99469dfdaf62cde8d25ac0046fcd 100644 (file)
@@ -42,7 +42,7 @@ class World:
         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)
 
 
index 143f3199f9dfa417cdece5419619978b26eaf73f..4cd28fba99b2ba13426da0563482ca5d21723209 100644 (file)
 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):
@@ -119,8 +15,7 @@ class World(game_common.World):
         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.
diff --git a/server_/map_.py b/server_/map_.py
new file mode 100644 (file)
index 0000000..9dc96d0
--- /dev/null
@@ -0,0 +1,113 @@
+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]