Esempio n. 1
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 def moveFig(self):
     if self.selectedFig!=None and self.turn()[1].moveReady==True:
         if self.selectedFig!=self.minotaur:
             if (list(self.selectedFig.pos) in self.turn()[1].startPos and self.dice==6) or (self.cheatmode == True) or (list(self.selectedFig.pos) not in self.turn()[1].startPos):
                 self.selectedFig.move(_mapTools.mousePos(),self.dice)
         elif self.selectedFig==self.minotaur:
             self.selectedFig.move(_mapTools.mousePos())
Esempio n. 2
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 def selectFig(self):
     if self.dice=='Minotaur':
         self.selectedFig = self.minotaur
     else:
         fpositions = [list(self.turn()[1].figs[i].pos) for i in range(3)]
         if _mapTools.mousePos() in fpositions:
             self.selectedFig = self.turn()[1].figs[fpositions.index(_mapTools.mousePos())]
Esempio n. 3
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 def checkWall1(self):
     p = _mapTools.mousePos()
     self.initChoices = ([0, 1], [0, -1], [1, 0], [-1, 0])
     if self.grid[p[1]][p[0]] == 0 and self.movingWall == None:
         for m in self.initChoices:
             newp = _array(p) + _array(m)
             if self.grid[newp[1]][newp[0]] == 0:
                 self.movingWall = [p]
Esempio n. 4
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 def rollDice(self):
     if _mapTools.mousePos() == [33,10]:
         dice = _random.randint(1,7)
         if dice == 2:
             dice = 'Minotaur'
         if dice == 1:
             dice = 'Wall'
         self.dice=dice
         self.selectedFig = None
         self.nextTurn()
Esempio n. 5
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 def moveWall(self):
     if self.controller.dice == 'Wall' and _mapTools.mousePos(
     )[0] < 33 and _mapTools.mousePos()[1] < 33 and self.controller.turn(
     )[1].moveReady == True:
         if self.grid[_mapTools.mousePos()[1]][_mapTools.mousePos(
         )[0]] == 2 and self.controller.turn()[1].walldel == True:
             self.movingWall = None
             self.delWall()
         else:
             if self.movingWall == None:
                 self.checkWall1()
             elif len(self.movingWall) == 1:
                 correct = self.checkWall2()
                 if self.movingWall != None:
                     if correct == True:
                         self.move(self.movingWall)
                         self.movingWall = None
                         if self.cheatmode == False:
                             self.controller.turn()[1].moveReady = False
Esempio n. 6
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 def delWall(self):
     for w in self.walls:
         if _mapTools.mousePos() in w:
             break
     self.walls.remove(w)
     self.grid[w[0][1]][w[0][0]] = 0
     self.grid[w[1][1]][w[1][0]] = 0
     #Allows unlimited wall deletions per turn in cheat mode
     if self.cheatmode == False:
         self.controller.turn()[1].walldel = False
Esempio n. 7
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 def forceRoll(self):
     if _mapTools.mousePos() == [33,14]:
         dice = self.getDice()
         dice +=1
         if dice == 7:
             dice = 1
         
         if dice == 2:
             dice = 'Minotaur'
             self.selectedFig=self.minotaur
         elif dice == 1:
             dice = 'Wall'
             self.selectedFig=None
         elif dice == 3:
             self.selectedFig=None
         self.dice=dice
Esempio n. 8
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 def checkWall2(self):
     newp = _mapTools.mousePos()
     correct = False
     if self.movingWall != None:
         p = self.movingWall[0]
         if newp == p:
             self.movingWall = None
         else:
             moveChoices = [
                 list(_array(p) + _array(m)) for m in self.initChoices
                 if self.grid[(_array(p) +
                               _array(m))[1]][(_array(p) +
                                               _array(m))[0]] == 0
             ]
             if newp in moveChoices:
                 self.movingWall.append(newp)
                 correct = True
             return correct
Esempio n. 9
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 def forceTurn(self):
     if _mapTools.mousePos() == [33, 12]:
         self.nextTurn()