def add(space, markerName): # If space is in bounds if not check.outOfBounds(space): position = getPosition.onGround(space) # Get battlefield scene battlefield = sceneControl.get('battlefield') # NOTE(kgeffen) Ground is arbitrarily the object adding the marker obj = battlefield.addObject(markerName, 'ground') obj.worldPosition = position
def spaceValid(actorPosition, targetSpace, rng): # Invalid if space out of bounds if check.outOfBounds(targetSpace): return False targetPosition = getPosition.onGround(targetSpace) # Invalid if target space has height 0 if targetPosition[2] == 0: return False # Invalid if height difference outside acceptable bounds dz = targetPosition[2] - actorPosition[2] if dz > rng['okDz']['max'] or dz < rng['okDz']['min']: return False return True
def spaceValid(space, h1, maxDh): if check.outOfBounds(space): return False # The height of space in decimeters h2 = round( logic.globalDict['groundHeight'][space[0]][space[1]] * 10 ) # Space invalid if its height is 0 (Gaps/unreachable have h = 0) if h2 == 0: return False # Space invalid if unit is already in it (Can't pass through unit) occupyingUnit = unitControl.get.inSpace(space) spaceOccupied = occupyingUnit is not None if spaceOccupied: return False # Space invalid if height too great if (h2 - h1) > maxDh: return False return True