def create_map(self, map_radius): self.universe_map = {} for q in Tile.frange_le(-map_radius, map_radius): r1 = max(-map_radius, -q - map_radius) r2 = min(map_radius, -q + map_radius) for r in Tile.frange_le(r1, r2): hex = Tile.Hex(q, r, -q - r) system = System.System(hex, None, None) #location, faction, planets planets = [] for i in range(random.randint(1, 4)): planet_type = random.randint(1, 5) if (planet_type == 1): planets.append( Planet.Planet(hex, system, None, None, Planet_Type.Desert()) ) #location, system, faction, bases, planet_type elif (planet_type == 2): planets.append( Planet.Planet(hex, system, None, None, Planet_Type.MoltenLava()) ) #location, system, faction, bases, planet_type elif (planet_type == 3): planets.append( Planet.Planet(hex, system, None, None, Planet_Type.Forset()) ) #location, system, faction, bases, planet_type elif (planet_type == 4): planets.append( Planet.Planet(hex, system, None, None, Planet_Type.Ocean()) ) #location, system, faction, bases, planet_type elif (planet_type == 5): planets.append( Planet.Planet(hex, system, None, None, Planet_Type.Tundra()) ) #location, system, faction, bases, planet_type system.update_planets(planets) self.universe_map[q, r, -q - r] = (system)