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gamemap.py
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gamemap.py
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try:
import pygame
from pygame.locals import *
from time import time
import pickle
from pprint import pprint
import loader
import mob
import random
from math import sqrt
import ConfigParser, os
import maptile
import noise
import selected
from collections import defaultdict
except ImportError, err:
print "couldn't load module, %s" % (err)
sys.exit(2)
class GameMap(object):
""" Gamemap object aka the Grid """
def __init__(self, tw, mapw, maph, startXTile, startYTile, numXTiles, numYTiles):
""" NEED TO MOVE THIS SHIT INTO THE RIGHT CONFIG FILE """
self.tw = tw
self.mapw = mapw
self.maph = maph
self.startXTile = startXTile
self.startYTile = startYTile
self.numXTiles = numXTiles
self.numYTiles = numYTiles
self.tiledBG = pygame.Surface((numXTiles * self.tw, numYTiles * tw)).convert()
config = ConfigParser.ConfigParser()
config.readfp(open('gamemap.cfg'))
self.zlevels = config.getint('map', 'zlevels')
self.currentZlevel = 0
if not pygame.font.get_init():
pygame.font.init()
self.arialFnt = pygame.font.SysFont('Arial', 12)
imageset = "images" + str(tw)
digset = "digimages" + str(tw)
self.images = str(config.get('tiles', imageset)).split(', ')
self.digimages = str(config.get('tiles', digset)).split(', ') #['digx32.png']
self.mapdata = [[[ 0 for cols in xrange(self.maph)] for rows in xrange(self.mapw)] for z in xrange(self.zlevels)] # [row for row in xrange(self.zlevels)]
self.emapdata = [row for row in xrange(self.zlevels)]
#["wall1x32.png", "grassx32.png", "grass2x32.png", "grass3x32.png", "grass4x32.png", "waterx32.png", "magmax32.png", 'uprampx32.png', 'downrampx32.png']
self.tileimages = []
for i in self.images:
tempimg, temprect = loader.load_png(i)
self.tileimages.append((tempimg, temprect))
self.digtileimages = []
for i in self.digimages:
tempimg, temprect = loader.load_png(i)
self.digtileimages.append((tempimg, temprect))
def initMap(self):
mynoise = noise.Noise(self.mapw, self.maph, self.tw)
mylist = mynoise.generate()
#pprint(mylist)
self.maprect = Rect(0, 0, self.mapw, self.maph)
for z in xrange(self.zlevels):
for x in xrange(self.mapw):
for y in xrange(self.maph):
if self.firstnum(mylist[x][y]) == z: # tile on the current layer
#print "grass"
#self.mapdata[z][x][y] = maptile.MapTile(random.randint(1, 4))
if self.secondnum(mylist[x][y]) < 7:
self.mapdata[z][x][y] = maptile.MapTile(random.randint(1, 4))
else:
self.mapdata[z][x][y] = maptile.MapTile(7)
# put some ground
elif self.firstnum(mylist[x][y]) > z: # tiles on the layers above
#print "dirt"
self.mapdata[z][x][y] = maptile.MapTile(0)
# dirt
elif self.firstnum(mylist[x][y]) < z: # tiles below the z level
#print "nothing"
self.mapdata[z][x][y] = maptile.MapTile(5)
else:
print "x:", x
print " y:", y
print "z:",z
print "BOMBED"
exit()
#put nothing
# for z in xrange(self.zlevels):
# for x in xrange(self.mapw):
# for y in xrange(self.maph):
# if self.firstnum(mylist[x][y]) == z:
# if self.secondnum(mylist[x][y]) < 8:
# self.mapdata[z][x][y] = maptile.MapTile(random.randint(1, 4))
# else:
# self.mapdata[z][x][y] = maptile.MapTile(7)
# elif self.firstnum(mylist[x][y]) > z and self.firstnum(mylist[x][y]) == z + 1:
# self.mapdata[z][x][y] = maptile.MapTile(0)
# elif self.firstnum(mylist[x][y]) > z and self.firstnum(mylist[x][y]) != z + 1:
# self.mapdata[z][x][y] = maptile.MapTile(0)
# else:
# self.mapdata[z][x][y] = maptile.MapTile(5)
def firstnum(self, num):
return int(str(num)[0])
def secondnum(self, num):
return int(str(num)[1])
def belongs_to(self, num, start, end):
if num >= start and num <= end:
return True
return False
def initEMap(self):
for z in xrange(self.zlevels):
self.emapdata[z] = [[selected.Selected(1) for col in xrange(self.maph)] for row in xrange(self.mapw)]
self.emaprect = Rect(0, 0, self.mapw, self.maph)
def drawEMap(self, zlevel):
for x in range(int(self.startXTile), int(self.startXTile + self.numXTiles)):
for y in range(int(self.startYTile), int(self.startYTile + self.numYTiles)):
val = self.checkEMap(x, y, zlevel)
for z in self.mapdata[zlevel][x][y].content:
if z != None:
if z.selected == True:
self.tiledBG.blit(z.image, ((x - self.startXTile) * self.tw, (y - self.startYTile) * self.tw))
self.tiledBG.blit(self.digtileimages[3][0], ((x - self.startXTile) * self.tw, (y - self.startYTile) * self.tw))
if val == 2: #replace this with a big hash of images
image = 0
self.tiledBG.blit(self.digtileimages[image][0], ((x - self.startXTile) * self.tw, (y - self.startYTile) * self.tw))
elif val == 3:
image = 1
self.tiledBG.blit(self.digtileimages[image][0], ((x - self.startXTile) * self.tw, (y - self.startYTile) * self.tw))
elif val == 4: # Drop location
image = 2
self.tiledBG.blit(self.digtileimages[image][0], ((x - self.startXTile) * self.tw, (y - self.startYTile) * self.tw))
elif val == 1: # 1 empty
continue
return self.tiledBG
def drawMap(self, zlevel):
for x in range(int(self.startXTile), int(self.startXTile + self.numXTiles)):
for y in range(int(self.startYTile), int(self.startYTile + self.numYTiles)):
val = self.checkMap(x, y, zlevel)
if val == 5:
if self.checkMap(x, y, zlevel - 1) == 7: # incline
val = 8
if self.checkMap(x,y,zlevel -1) == 5: # sky
val = 9
self.tiledBG.blit(self.tileimages[val][0], ((x - self.startXTile) * self.tw, (y - self.startYTile) * self.tw))
for z in self.mapdata[zlevel][x][y].content:
if z != None:
self.tiledBG.blit(z.image, ((x - self.startXTile) * self.tw, (y - self.startYTile) * self.tw))
return self.tiledBG
def setBlocked(self, x, y, zlevel, blocked=True):
""" True for blocked, False for passable """
self.mapdata[zlevel][x][y].blocked = blocked
def isBlocked(self, x, y, zlevel):
x = int(x)
y = int(y)
val = self.mapdata[zlevel][x][y].blocked
return val
def checkMapContent(self, x, y, zlevel):
x = int(x)
y = int(y)
val = self.mapdata[zlevel][x][y].content
if val != []:
return val
else:
return None
def checkMap(self, x, y, zlevel):
x = int(x)
y = int(y)
val = self.mapdata[zlevel][x][y].value
#print str(val)
return val
def checkEMapQueue(self, x, y, zlevel):
x = int(x)
y = int(y)
val = self.emapdata[zlevel][x][y].inqueue
return val
def checkEMap(self, x, y, zlevel):
x = int(x)
y = int(y)
val = self.emapdata[zlevel][x][y].value
return val
def writeMap(self, x, y, zlevel, v):
self.mapdata[zlevel][x][y].digTile(v)
return v
def writeEMapQueue(self, x, y, zlevel, v):
x = int(x)
y = int(y)
#print str(x) + " , " + str(y) + " , " + str(zlevel)
self.emapdata[zlevel][x][y].inqueue = v
return v
def writeEMap(self, x, y, zlevel, v):
x = int(x)
y = int(y)
self.emapdata[zlevel][x][y].value = v
return v
def updateEMap(self, x, y, zlevel, v):
mi = self.checkMap(x, y, zlevel)
md = self.checkEMap(x, y, zlevel)
if v[0] == "designate" and v[1] == "mining":
if mi == 0:
#print "Mining here: " + str(x) + ", " + str(y) + ", zlevel: " + str(zlevel)
self.writeEMap(x, y, zlevel, 2)
#else:
#print "Cannot mine here: " + str(x) + ", " + str(y) + ", zlevel: " + str(zlevel)
if v[0] == "designate" and v[1] == "remove":
if md == 2: # set this to just always remove
#print "Removing here: " + str(x) + ", " + str(y) + ", zlevel: " + str(zlevel)
self.writeEMap(x, y, zlevel, 1)
#else:
# print "Cannot mine here: " + str(x) + ", " + str(y)
if v[0] == "designate" and v[1] == "channel":
if mi != 0: # will need to fix this to appropriate tiles that can be channeled, righ now anything but walls works.
#print "Channeling here: " + str(x) + ", " + str(y) + ", zlevel: " + str(zlevel)
self.writeEMap(x, y, zlevel, 3)
#else:
# print "Cannot channel here: " + str(x) + ", " + str(y)
if v[0] == "designate" and v[1] == "drop": #dropping items
#only allow 1 drop off location
drops = self.get_selected(4)
for drop in drops:
self.writeEMap(drop[0], drop[1], drop[2], 1)
if mi != 0:
# print "setting Drop location: " + str(x) + ", " + str(y) + ", zlevel: " + str(zlevel)
self.writeEMap(x, y, zlevel, 4)
#else:
# print "Cannot cannot drop here: " + str(x) + ", " + str(y)
def get_items_in_queue(self, x, y , z):
content = self.checkMapContent(x, y, z)
for item in content:
if item.inqueue == True:
return item
return None
def get_items(self, x, y , z):
val = self.checkMapContent(x, y, z)
if val == None:
return None
else:
return val
def select_items(self, x, y, z):
val = self.checkMapContent(x, y, z)
if val != None:
for item in val:
if item.inqueue == False:
item.selected = True
else:
return None
def get_selected_items(self):
selected = []
for z in xrange(self.zlevels):
for x in range(int(self.startXTile), int(self.startXTile + self.numXTiles)):
for y in range(int(self.startYTile), int(self.startYTile + self.numYTiles)):
val = self.checkMapContent(x, y, z)
if val != None:
for item in val:
if item.selected == True and item.inqueue == False:
selected.append((x, y, z))
return selected
def get_selected(self, type):
# will need to fix this also at some point to adjust for zlevels
selected = []
for z in xrange(self.zlevels):
for x in range(int(self.startXTile), int(self.startXTile + self.numXTiles)):
for y in range(int(self.startYTile), int(self.startYTile + self.numYTiles)):
val = self.checkEMap(x, y, z)
if val == 1:
continue
elif val == type:
selected.append((x, y, z))
return selected
def move_cost(self, c1, c2):
""" Calculate the cost of moving between spots on the map (Euclidean) """
return sqrt((c1[0] - c2[0]) ** 2 + (c1[1] - c2[1]) ** 2)
def successors(self, c):
#def successors(self, c, recurse = True):
""" Compute the successors of coordinate 'c': all the
coordinates that can be reached by one step from 'c'.
"""
slist = []
calc_z = c[2] # zlevel
rangez = range(self.zlevels)
minz = rangez.pop(0)
maxz = rangez.pop()
for drow in (-1, 0, 1):
for dcol in (-1, 0, 1):
if drow == 0 and dcol == 0:
continue
newrow = c[0] + drow
newcol = c[1] + dcol
if newrow > self.mapw - 1:
continue
if newcol > self.maph - 1:
continue
tilevalue = self.mapdata[calc_z][newrow][newcol].value
tileblocked = self.mapdata[calc_z][newrow][newcol].blocked
if (0 <= newrow <= self.mapw - 1 and 0 <= newcol <= self.maph - 1) and tileblocked == False:
slist.append((newrow, newcol, calc_z)) # fire the move in the queue
if (tilevalue == 7 and calc_z + 1 <= maxz and self.checkMap(newrow, newcol, calc_z + 1) == 5): # up ramp
slist.append((newrow, newcol, calc_z + 1))
elif (tilevalue == 5 and calc_z - 1 >= minz and self.checkMap(newrow, newcol, calc_z - 1) == 7): # down ramp
slist.append((newrow, newcol, calc_z - 1))
return slist
def valid_move(self, c):
check = self.checkMap(c[0], c[1], c[2])
if check == 5 or check == 0:
return False
return True
def save_map(self):
mapfile = file("./map.dat", "wb")
pickle.dump(self.mapdata, mapfile, 2)
mapfile.close
def load_map(self):
mapfile = file("./map.dat", "rb")
self.mapdata = pickle.load(mapfile)
mapfile.close
def find_open_spot(self):
for z in xrange(self.zlevels):
for x in xrange(self.mapw):
for y in xrange(self.maph):
if self.successors((x, y, z)):
val = self.checkMap(x, y, z)
if val == 1:
#if val == 7:
return (x, y, z)