pass
-def move_pos(direction, pos_yx):
- if direction == 'UP':
- pos_yx[0] -= 1
- elif direction == 'DOWN':
- pos_yx[0] += 1
- elif direction == 'RIGHT':
- pos_yx[1] += 1
- elif direction == 'LEFT':
- pos_yx[1] -= 1
+class Map(game_common.Map):
+ def __getitem__(self, yx):
+ return self.terrain[self.get_position_index(yx)]
-class Map(game_common.Map):
+ 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 get_line(self, y):
+ 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]
- return self.terrain[y * width:(y + 1) * width]
+ 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):
super().__init__()
- self.Thing = Thing # use local Thing 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.
direction = self.args[0]
else:
direction = self.kwargs['direction']
- test_pos = self.thing.position[:]
- move_pos(direction, test_pos)
- if test_pos[0] < 0 or test_pos[1] < 0 or \
- test_pos[0] >= self.thing.world.map_.size[0] or \
- test_pos[1] >= self.thing.world.map_.size[1]:
- raise GameError('would move outside map bounds')
- pos_i = test_pos[0] * self.thing.world.map_.size[1] + test_pos[1]
- map_tile = self.thing.world.map_.terrain[pos_i]
- if map_tile != '.':
+ test_pos = self.thing.world.map_.move(self.thing.position, direction)
+ if self.thing.world.map_[test_pos] != '.':
raise GameError('would move into illegal terrain')
for t in self.thing.world.things:
if t.position == test_pos:
return 'success'
def task_move(self, direction):
- move_pos(direction, self.position)
+ self.position = self.world.map_.move(self.position, direction)
return 'success'
def decide_task(self):
def get_stencil(self):
if self._stencil is not None:
return self._stencil
- size = self.world.map_.size
- m = Map(self.world.map_.size, '?'*size[0]*size[1])
- y_me = self.position[0]
- x_me = self.position[1]
- for y in range(m.size[0]):
- if y in (y_me - 1, y_me, y_me + 1):
- for x in range(m.size[1]):
- if x in (x_me - 1, x_me, x_me + 1):
- pos = y * size[1] + x
- m.terrain = m.terrain[:pos] + '.' + m.terrain[pos+1:]
+ m = self.world.map_.new_from_shape('?')
+ for pos in m:
+ if pos == self.position or m.are_neighbors(pos, self.position):
+ m[pos] = '.'
self._stencil = m
return self._stencil
def get_visible_map(self):
stencil = self.get_stencil()
- size = self.world.map_.size
- size_i = self.world.map_.size[0] * self.world.map_.size[1]
- m = Map(size, ' '*size_i)
- for i in range(size_i):
- if stencil.terrain[i] == '.':
- c = self.world.map_.terrain[i]
- m.terrain = m.terrain[:i] + c + m.terrain[i+1:]
+ m = self.world.map_.new_from_shape(' ')
+ for pos in m:
+ if stencil[pos] == '.':
+ m[pos] = self.world.map_[pos]
return m
def get_visible_things(self):
stencil = self.get_stencil()
visible_things = []
for thing in self.world.things:
- width = self.world.map_.size[1]
- pos_i = thing.position[0] * width + thing.position[1]
- if stencil.terrain[pos_i] == '.':
+ if stencil[thing.position] == '.':
visible_things += [thing]
return visible_things
return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1])
self.io.send('NEW_TURN ' + str(self.world.turn))
- self.io.send('MAP_SIZE ' + 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 in range(self.world.map_.size[0]):
- self.io.send('VISIBLE_MAP_LINE %5s %s' %
- (y, self.io.quote(visible_map.get_line(y))))
+ for y, line in visible_map.lines():
+ self.io.send('VISIBLE_MAP_LINE %5s %s' % (y, self.io.quote(line)))
visible_things = self.world.get_player().get_visible_things()
for thing in visible_things:
self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
def cmd_MOVE(self, direction):
"""Set player task to 'move' with direction arg, finish player turn."""
import parser
- if direction not in {'UP', 'DOWN', 'RIGHT', 'LEFT'}:
- raise parser.ArgError('Move argument must be one of: '
- 'UP, DOWN, RIGHT, LEFT')
+ legal_directions = self.world.map_.get_directions()
+ if direction not in legal_directions:
+ raise parser.ArgError('Move argument must be one of: ' +
+ ', '.join(legal_directions))
self.world.get_player().set_task('move', direction=direction)
self.proceed()
cmd_MOVE.argtypes = 'string'