def main(argv): map_path = argv[1] result_path = argv[2] t = Teemap(map_path) result = {} frontlayer = None # Works thanks to hack in tml for group in t.groups: if group.name == 'Game': for layer in group.layers: if type(layer) == TileLayer and layer.name == 'Front': frontlayer = layer break add(result, gameTiles, t.gamelayer) add(result, frontTiles, frontlayer) # These don't seem to be working #add(result, switchTiles, switchlayer) #add(result, speedupTiles, t.speeduplayer) #add(result, teleTiles, t.telelayer) with open(result_path, 'wb') as out: out.write(msgpack.packb(t.gamelayer.width)) out.write(msgpack.packb(t.gamelayer.height)) out.write(msgpack.packb(result))
def test_validate(self): teemap = Teemap() self.assertRaises(MapError, teemap.validate) group = items.Group() group.layers.append(items.TileLayer(game=True)) teemap.groups.append(group) self.assertTrue(teemap.validate()) group.layers.append(items.TileLayer(game=True)) self.assertRaises(MapError, teemap.validate)
def main(argv): map_path = argv[1] t = Teemap(map_path) frontlayer = None # Works thanks to hack in tml for group in t.groups: if group.name == 'Game': for layer in group.layers: if type(layer) == TileLayer and layer.name == 'Front': frontlayer = layer break for tile in t.gamelayer.tiles: if not IsValidGameTile(tile.index): print(map_path) return if frontlayer != None: for tile in frontlayer.tiles: if not IsValidFrontTile(tile.index): print(map_path) return
def retrieve_map_details(map_id): """ WARNING! This task is CPU/(and highly) RAM expensive. Checks for presence of specified tiles, counts some of them and at the end takes a beautiful photo of the map. Thanks for your help, erdbeere! """ logger = retrieve_map_details.get_logger() try: map_obj = Map.objects.get(pk=map_id) except Map.DoesNotExist: logger.error("[M- ] Map not found (pk={0}).".format(map_id)) return False try: # I actually can use that! Thanks, erd! teemap = Teemap(map_obj.map_file.path) logger.info('[M-{0}] Loaded "{1}" map.'.format(map_id, map_obj.name)) except IndexError: logger.error('[M-{0}] Couldn\'t load "{1}" map'.format(map_id, map_obj.name)) has_unhookables = has_deathtiles = None shield_count = heart_count = grenade_count = None else: has_unhookables = has_deathtiles = has_teleporters = has_speedups = False shield_count = heart_count = grenade_count = 0 logger.info("Counting map items...") for tile in teemap.gamelayer.tiles: if tile.index == indexes.DEATHTILE: has_deathtiles = True elif tile.index == indexes.UNHOOKABLE: has_unhookables = True elif tile.index == indexes.SHIELD: shield_count += 1 elif tile.index == indexes.HEART: heart_count += 1 elif tile.index == indexes.GRENADE: grenade_count += 1 if teemap.telelayer: has_teleporters = True if teemap.speeduplayer: has_speedups = True # DISABLED due to huge (counted in GiBs) memory usage # logger.info("Rendering map screenshot.") # map_image = teemap.render(gamelayer_on_top=True) # map_image.save('{0}images/maps/full/{1}.png'.format(settings.MEDIA_ROOT, # map_obj.name)) # logger.info("Finished rendering map screenshot.") # map_obj.has_image = True map_obj.has_unhookables = has_unhookables map_obj.has_deathtiles = has_deathtiles map_obj.has_teleporters = has_teleporters map_obj.has_speedups = has_speedups map_map_types = map_obj.map_types.filter(slug="fastcap-no-weapons") if not map_map_types: map_obj.shield_count = shield_count map_obj.heart_count = heart_count map_obj.grenade_count = grenade_count logger.info("Finished counting map items.") logger.info("Generating map CRC...") map_obj.map_file.open() map_obj.crc = "{0:x}".format(crc32(map_obj.map_file.read()) & 0xffffffff) map_obj.map_file.close() map_obj.save() map_map_types = map_obj.map_types.filter(slug="fastcap") if map_map_types: logger.info("Creating a non-weapon twin...") new_map, created = Map.objects.get_or_create( name="{0}-no-weapons".format(map_obj.name), defaults={ "author": map_obj.author, "added_by": map_obj.added_by, "map_file": map_obj.map_file, "crc": map_obj.crc, "has_unhookables": has_unhookables, "has_deathtiles": has_deathtiles, }, ) if not created: logger.info("Oh, it already exists! Updating...") new_map.author = map_obj.author new_map.added_by = map_obj.added_by new_map.map_file = map_obj.map_file new_map.crc = map_obj.crc new_map.has_unhookables = has_unhookables new_map.has_deathtiles = has_deathtiles new_map.save() else: new_map.map_types.add(MapType.objects.get(slug="fastcap-no-weapons")) new_map.map_types.add(*map_obj.map_types.exclude(slug="fastcap")) new_map.save() logger.info('[M-{0}] Finished processing "{1}" map.'.format(map_id, map_obj.name))
'super_start': 105, 'jetpack_start': 106, 'nph_start': 107, # Tele layer 'tele_in': 26, 'tele_out': 27, 'tele_in_evil': 10, 'tele_in_weapon': 14, 'tele_in_hook': 15, 'jump': 7, } inTiles = ['tele_in', 'tele_in_evil', 'tele_in_weapon', 'tele_in_hook'] map_path = sys.argv[1] t = Teemap(map_path) pickups = { 'begin': 0, 'end': 0, 'npc_end': 0, 'super_end': 0, 'jetpack_end': 0, 'nph_end': 0, 'npc_start': 0, 'super_start': 0, 'jetpack_start': 0, 'nph_start': 0, } telePickups = { 'tele_in': [],
def make_map_img(imgfile, mapfile): twmap = Teemap("dummy") img2map(Image.open(imgfile).convert("RGB"), twmap.gamelayer, twmap.layers[2]) twmap.save(mapfile)
def make_map_txt(txtfile, mapfile): twmap = Teemap("dummy") txt2map(open(txtfile, "r"), twmap.gamelayer, twmap.layers[2]) twmap.save(mapfile)
t.index = rgb2tile(txt2rgb(c)) tilelayer.set_tile(x, y, t) t.index = rgb2game(txt2rgb(c)) gamelayer.set_tile(x, y, t) x += 1 # def make_map_txt(txtfile, mapfile): twmap = Teemap("dummy") txt2map(open(txtfile, "r"), twmap.gamelayer, twmap.layers[2]) twmap.save(mapfile) # def make_map_img(imgfile, mapfile): twmap = Teemap("dummy") img2map(Image.open(imgfile).convert("RGB"), twmap.gamelayer, twmap.layers[2]) twmap.save(mapfile) # if __name__ == "__main__": if sys.argv[1][-4:] == ".txt": make_map_txt(sys.argv[1], sys.argv[2]) elif sys.argv[1][-4:] == ".map": map2img(Teemap(sys.argv[1]).gamelayer).save(sys.argv[2]) else: make_map_img(sys.argv[1], sys.argv[2]) #twmap2 = Teemap("yoko") #mm = map2img(twmap2.gamelayer) #mm.save("outgame.png") #mm = map2img(twmap2.layers[2]) #mm.save("outtile.png")
def setUp(self): os.mkdir("test_tmp") self.teemap = Teemap("test_maps/vanilla")