+ def list_terrain_to_lines(self, terrain_as_list):
+ terrain = ''.join(terrain_as_list)
+ map_lines = []
+ start_cut = 0
+ while start_cut < len(terrain):
+ limit = start_cut + self.size[1]
+ map_lines += [terrain[start_cut:limit]]
+ start_cut = limit
+ return "\n".join(map_lines)
+
+
+class MapHex(game_common.Map):
+
+ def list_terrain_to_lines(self, terrain_as_list):
+ new_terrain_list = [' ']
+ x = 0
+ y = 0
+ for c in terrain_as_list:
+ new_terrain_list += [c, ' ']
+ x += 1
+ if x == self.size[1]:
+ new_terrain_list += ['\n']
+ x = 0
+ y += 1
+ if y % 2 == 0:
+ new_terrain_list += [' ']
+ return ''.join(new_terrain_list)
+
+
+map_manager = game_common.MapManager(globals())
+
+
+class World(game_common.World):
+
+ def __init__(self, game, *args, **kwargs):
+ """Extend original with local classes and empty default map.
+
+ We need the empty default map because we draw the map widget
+ on any update, even before we actually receive map data.
+ """
+ super().__init__(*args, **kwargs)
+ self.game = game
+ self.map_ = self.game.map_manager.get_map_class('Hex')()
+
+
+class Game(game_common.CommonCommandsMixin):
+
+ def __init__(self):
+ self.map_manager = map_manager
+ self.world = World(self)
+ self.log_text = ''