# for x in range(self.size[1]):
# yield ([y, x], self.terrain[self.get_position_index([y, x])])
- @property
- def size_i(self):
- return self.size[0] * self.size[1]
-
def get_directions(self):
directions = []
for name in dir(self):
return directions
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):
- 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
+ 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)
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]]
+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]
+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 local Map 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.
return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1])
self.io.send('NEW_TURN ' + str(self.world.turn))
- self.io.send('MAP ' + 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, line in visible_map.lines():
self.io.send('VISIBLE_MAP_LINE %5s %s' % (y, self.io.quote(line)))