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])])
+
@property
def size_i(self):
return self.size[0] * self.size[1]
- def get_line(self, y):
- width = self.size[1]
- return self.terrain[y * width:(y + 1) * width]
-
def get_directions(self):
directions = []
for name in dir(self):
directions += [name[5:]]
return directions
- def get_pos_i(self, yx):
- return yx[0] * self.size[1] + yx[1]
-
- def set_terrain_at(self, pos, c):
- pos_i = self.get_pos_i(pos)
- self.terrain = self.terrain[:pos_i] + c + self.terrain[pos_i + 1:]
-
- def get_terrain_at(self, yx):
- return self.terrain[self.get_pos_i(yx)]
-
def new_from_shape(self, init_char):
return Map(self.size, init_char*self.size_i)
- def iterate(self):
- for y in range(self.size[0]):
- for x in range(self.size[1]):
- yield [y, x]
+ #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):
direction = self.args[0]
else:
direction = self.kwargs['direction']
- test_pos = self.thing.world.map_.move(self.thing.position,
- direction)
- map_tile = self.thing.world.map_.get_terrain_at(test_pos)
- 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:
if self._stencil is not None:
return self._stencil
m = self.world.map_.new_from_shape('?')
- for pos in m.iterate():
+ for pos in m:
if pos == self.position or m.are_neighbors(pos, self.position):
- m.set_terrain_at(pos, '.')
+ m[pos] = '.'
self._stencil = m
return self._stencil
def get_visible_map(self):
stencil = self.get_stencil()
m = self.world.map_.new_from_shape(' ')
- for pos in m.iterate():
- if stencil.get_terrain_at(pos) == '.':
- m.set_terrain_at(pos, self.world.map_.get_terrain_at(pos))
+ 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:
- if stencil.get_terrain_at(thing.position) == '.':
+ if stencil[thing.position] == '.':
visible_things += [thing]
return visible_things
self.io.send('NEW_TURN ' + str(self.world.turn))
self.io.send('MAP_SIZE ' + 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_))