Esempio n. 1
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def test_rect():
    r1 = Rect(Point(0, 0), 1, 1)
    r2 = Rect(0, 0, 1, 1)
    r3 = Rect(Point(2, 2), 1, 1)
    assert r1 == r2
    assert not r1.contains(Point(-1, -1))
    assert r2.contains(Point(0, 0))
    assert r2.contains(Point(1, 1))
    assert r1.intersects(r2)
    assert not r1.intersects(r3)
Esempio n. 2
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 def testRect(self):
     r1 = Rect(Point(0, 0), 1, 1)
     r2 = Rect(0, 0, 1, 1)
     r3 = Rect(Point(2, 2), 1, 1)
     self.assertEqual(r1, r2)
     self.assertTrue(r1 == r2)
     self.assertFalse(r1.contains(Point(-1, -1)))
     self.assertTrue(r2.contains(Point(0, 0)))
     self.assertTrue(r2.contains(Point(1, 1)))
     self.assertTrue(r1.intersects(r2))
     self.assertFalse(r1.intersects(r3))
Esempio n. 3
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    def __init(self, db, island_id, preview):
        """
		Load the actual island from a file
		@param preview: flag, map preview mode
		"""
        p_x, p_y, width, height = db(
            "SELECT MIN(x), MIN(y), (1 + MAX(x) - MIN(x)), (1 + MAX(y) - MIN(y)) FROM ground WHERE island_id = ?",
            island_id - 1001)[0]

        # rect for quick checking if a tile isn't on this island
        # NOTE: it contains tiles, that are not on the island!
        self.rect = Rect(Point(p_x, p_y), width, height)

        self.ground_map = {}
        for (x, y, ground_id, action_id, rotation) in db(
                "SELECT x, y, ground_id, action_id, rotation FROM ground WHERE island_id = ?",
                island_id - 1001):  # Load grounds
            if not preview:  # actual game, need actual tiles
                ground = Entities.grounds[str(
                    '%d-%s' % (ground_id, action_id))](self.session, x, y)
                ground.act(rotation)
            else:
                ground = MapPreviewTile(x, y, ground_id)
            # These are important for pathfinding and building to check if the ground tile
            # is blocked in any way.
            self.ground_map[(ground.x, ground.y)] = ground

        self._init_cache()

        self.settlements = []
        self.wild_animals = []
        self.num_trees = 0

        # define the rectangle with the smallest area that contains every island tile its position
        min_x = min(zip(*self.ground_map.keys())[0])
        max_x = max(zip(*self.ground_map.keys())[0])
        min_y = min(zip(*self.ground_map.keys())[1])
        max_y = max(zip(*self.ground_map.keys())[1])
        self.position = Rect.init_from_borders(min_x, min_y, max_x, max_y)

        if not preview:  # this isn't needed for previews, but it is in actual games
            self.path_nodes = IslandPathNodes(self)

            # repopulate wild animals every 2 mins if they die out.
            Scheduler().add_new_object(self.check_wild_animal_population, self,
                                       Scheduler().get_ticks(120), -1)
        """TUTORIAL:
Esempio n. 4
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 def __init__(self, id, x, y):
     self.id = id
     self.loading_area = Point(x, y)
     self.position = Rect(x, y, 10, 10)
     self.radius = 11
Esempio n. 5
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 def __init__(self, id, x, y):
     self.id = id
     self.loading_area = Point(x, y)
     self.island = TestIsland()
     self.position = Rect(x, y, 10, 10)