directions += [name[5:]]
return directions
- def get_position_index(self, yx):
- return yx[0] * self.size[1] + yx[1]
-
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):
- return abs(pos_1[0] - pos_2[0]) <= 1 and abs(pos_1[1] - pos_2[1] <= 1)
+ 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(self, start_pos, direction):
mover = getattr(self, 'move_' + direction)
raise GameError('would move outside map bounds')
return new_pos
- 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 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]
+ #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 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 World(game_common.World):