+ 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_directions(self):
+ directions = []
+ for name in dir(self):
+ if name[:5] == 'move_':
+ 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 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_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]