Esempio n. 1
0
def targeting_spherical_area(parameters, radius):
    """
    Function to target a spherical area

    .. versionadded:: 0.10
    """
    targets = []
    initial = get_target_in_direction(level=parameters.caster.level,
                                      location=parameters.caster.location,
                                      direction=parameters.direction)

    if initial and initial.previous_target:
        splash_center = initial.previous_target.location
        level = parameters.caster.level

        matrix = get_fov_matrix(splash_center, level, radius)

        x_range = range(splash_center[0] - radius,
                        splash_center[0] + radius + 1)

        y_range = range(splash_center[1] - radius,
                        splash_center[1] + radius + 1)

        for location, is_visible in matrix.items():
            if is_visible:
                creature = get_character(level, location)
                if creature:
                    targets.append(
                        TargetData('character', location, creature, None))
                elif blocks_los(level, location):
                    targets.append(TargetData('wall', location, None, None))
                else:
                    targets.append(TargetData('void', location, None, None))

    return targets
Esempio n. 2
0
def targeting_spherical_area(parameters, radius):
    """
    Function to target a spherical area

    .. versionadded:: 0.10
    """
    targets = []
    initial = get_target_in_direction(level=parameters.caster.level,
                                      location=parameters.caster.location,
                                      direction=parameters.direction)

    if initial and initial.previous_target:
        splash_center = initial.previous_target.location
        level = parameters.caster.level

        matrix = get_fov_matrix(splash_center,
                                level,
                                radius)

        x_range = range(splash_center[0] - radius,
                        splash_center[0] + radius + 1)

        y_range = range(splash_center[1] - radius,
                        splash_center[1] + radius + 1)

        for location, is_visible in matrix.items():
            if is_visible:
                creature = get_character(level, location)
                if creature:
                    targets.append(TargetData('character',
                                              location,
                                              creature,
                                              None))
                elif blocks_los(level, location):
                    targets.append(TargetData('wall',
                                              location,
                                              None,
                                              None))
                else:
                    targets.append(TargetData('void',
                                              location,
                                              None,
                                              None))

    return targets
Esempio n. 3
0
    def paint(self, s):
        """
        Paint this widget on given surface

        :param s: surface to paint on
        :type s: Surface
        """
        player = self.application.world.player
        level = player.level

        player.level.full_update_needed = False

        self.light_matrix = get_fov_matrix(self.application.world, player, 13)

        sy = 0
        for y in range(player.location[1] - 9, player.location[1] + 10):
            sx = 0
            for x in range(player.location[0] - 12, player.location[0] + 13):
                #draw floor and walls
                if x >= 0 and y >= 0 and x <= len(level.floor)-1 and y <= len(level.floor[x])-1:
                    tile = self.surface_manager.get_icon(level.floor[x][y])
                    s.blit(tile, (sx * 32, sy * 32 - 8))
                    if not level.walls[x][y] == herculeum.config.tiles.WALL_EMPTY:
                        tile = self.surface_manager.get_icon(level.walls[x][y])
                        s.blit(tile, (sx * 32, sy * 32 - 8))
                    if self.light_matrix[x][y] == False:
                        tile = self.surface_manager.get_icon(herculeum.config.tiles.FLOOR_EMPTY)
                        s.blit(tile, (sx * 32, sy * 32 - 8))
                else:
                    #draw empty
                    tile = self.surface_manager.get_icon(herculeum.config.tiles.FLOOR_EMPTY)
                    s.blit(tile, (sx * 32, sy * 32 - 8))
                sx = sx + 1
            sy = sy + 1
            sx = 0

        #draw portals
        for item in level.portals:
            x = item.location[0] - player.location[0] + 12
            y = item.location[1] - player.location[1] + 9
            if x >= 0 and y >= 0 and x <= 24 and y <= 14:
                if self.light_matrix[x + player.location[0] - 12][y + player.location[1] - 9] == True:
                    tile = self.surface_manager.get_icon(item.icon)
                    s.blit(tile, (x * 32, y *32 - 8))

        #draw items
        for item in level.items:
            x = item.location[0] - player.location[0] + 12
            y = item.location[1] - player.location[1] + 9
            if x >= 0 and y >= 0 and x <= 24 and y <= 14:
                if self.light_matrix[x + player.location[0] - 12][y + player.location[1] - 9] == True:
                    tile = self.surface_manager.get_icon(item.icon)
                    s.blit(tile, (x * 32, y *32 - 8))

        #draw creatures
        for item in level.creatures:
            x = item.location[0] - player.location[0] + 12
            y = item.location[1] - player.location[1] + 9
            if x >= 0 and y >= 0 and x <= 24 and y <= 14:
                if self.light_matrix[x + player.location[0] - 12][y + player.location[1] - 9] == True:
                    tile = self.surface_manager.get_icon(item.icon)
                    s.blit(tile, (x * 32, y *32 - 8))

        tile = self.surface_manager.get_icon(player.icon)
        s.blit(tile, (384, 280))