示例#1
0
def save_world(create=False):
	gfx.title('Saving...')
	logging.debug('Offloading world...')
	
	if create:
		maps.cache_all_clusters()
	
	_config_directory, _worlds_directory = profiles.has_reactor3()
	_version_file = os.path.join(_worlds_directory, WORLD_INFO['id'], 'version.txt')
	
	with open(_version_file, 'w') as version_file:
		version_file.write(VERSION)

	logging.debug('Saving items...')
	items.save_all_items()
	
	maps.save_map('map', base_dir=profiles.get_world_directory(WORLD_INFO['id']))
	
	logging.debug('Saving life...')
	_life = life.save_all_life()
	
	with open(os.path.join(profiles.get_world_directory(WORLD_INFO['id']), 'life.dat'), 'w') as e:
		e.write(_life)
	
	with open(os.path.join(profiles.get_world_directory(WORLD_INFO['id']), 'items.dat'), 'w') as e:
		e.write(json.dumps(ITEMS))
	
	#cache.commit_cache('items')
	#cache.save_cache('items')
	
	items.reload_all_items()
	
	logging.info('World saved.')
示例#2
0
def commands():
	global MAP
	
	if controls.key_pressed('s'):
		maps.save_map('test', MAP)
	
	elif controls.key_pressed('l'):
		MAP = maps.load_map('test')
示例#3
0
def save_world(create=False):
    gfx.title('Saving...')
    logging.debug('Offloading world...')

    if create:
        maps.cache_all_clusters()

    _config_directory, _worlds_directory = profiles.has_reactor3()
    _version_file = os.path.join(_worlds_directory, WORLD_INFO['id'],
                                 'version.txt')

    with open(_version_file, 'w') as version_file:
        version_file.write(VERSION)

    logging.debug('Saving items...')
    items.save_all_items()

    maps.save_map('map',
                  base_dir=profiles.get_world_directory(WORLD_INFO['id']))

    logging.debug('Saving life...')
    _life = life.save_all_life()

    with open(
            os.path.join(profiles.get_world_directory(WORLD_INFO['id']),
                         'life.dat'), 'w') as e:
        e.write(_life)

    with open(
            os.path.join(profiles.get_world_directory(WORLD_INFO['id']),
                         'items.dat'), 'w') as e:
        e.write(json.dumps(ITEMS))

    #cache.commit_cache('items')
    #cache.save_cache('items')

    items.reload_all_items()

    logging.info('World saved.')
示例#4
0
	
	if _old_size[2]>size[2]:
		for x1 in range(_old_size[0]):
			for y1 in range(_old_size[1]):
				for z in range(abs(_old_size[2]-size[2])):
					_new_map[x1][y1].pop()
	elif _old_size[2]<size[2]:
		for x1 in range(_old_size[0]):
			_y1 = []
			for y1 in range(abs(_old_size[1])):
				_z1 = []
				for z1 in range(abs(_old_size[2]-size[2])):
					_z1.append(None)
			
				_new_map[x1][y1].extend(_z1)
	
	return _new_map

if __name__ == '__main__':
	if '--create' in sys.argv:
		create_all_tiles()
		WORLD_INFO['map'] = maps.create_map()
		maps.create_position_maps()
		maps.update_chunk_map()
		
		zones.create_zone_map()
		zones.connect_ramps()
		
		maps.save_map('temp_map')
		
		print 'Created map: temp_map.dat'
示例#5
0
def run(Display, map_name, size):
	import logging
	
	
	Map_Data = maps.load_map(map_name)
	
	if Map_Data == False:
		Map_Data = maps.new_maps(size)

	Pos_Ecran_Actuelle = [0, 0]

	Size = (Map_Data["size"][0]*32, Map_Data["size"][1]*32)
	
	Default_Sprite = entity.Sprite(pygame.Surface((32, 32)))
	
	ScreenSize = Display.get_rect()

	Maps_Surface = pygame.Surface(Size)
	
	Menu_Width = int(config.CFG["mapeditor.menu_width"])
	Menu_Surface = pygame.Surface((Menu_Width*32, ScreenSize.height))
	Pos_Menu_Surface = Menu_Surface.get_rect()
	Pos_Menu_Surface.x = ScreenSize.width - Menu_Width*32

	pos_curs = (50, 50)

	Scheduler = pygame.time.Clock()

	SpriteGroup = entity.EntityGroup()

	ListeSprite = []
	Position = 0
	for Sp_i in sorted(ressource.SPRITE):
		if Sp_i < 1000:
			continue
		Sp = ressource.SPRITE[Sp_i]
		Pos_x = (Position%Menu_Width) * 32
		Pos_y = (Position//Menu_Width) * 32
		Position += 1
		Menu_Surface.blit(Sp.image, (Pos_x, Pos_y))
		
		ListeSprite.append({"id":Sp.data["ID"]})

	Texture_Séléctionné = 0

	GameRun = True
	while GameRun:
		
		for event in pygame.event.get():	#Attente des événements
			if event.type == MOUSEMOTION:
				pos_curs = event.pos
			if event.type == MOUSEBUTTONDOWN:
				if event.button == 1:
					clic_x = event.pos[0]
					clic_y = event.pos[1]
					
					if clic_x > Pos_Menu_Surface.x: # Si clique dans le menu de gauche
						bloc_x = (clic_x - Pos_Menu_Surface.x) // 32
						bloc_y = (clic_y) // 32
						Texture_Séléctionné = bloc_y*Menu_Width + bloc_x
					if clic_x < Pos_Menu_Surface.x:
						bloc_x = (Pos_Ecran_Actuelle[0] + clic_x) // 32
						bloc_y = (Pos_Ecran_Actuelle[1] + clic_y) // 32
						Id = int(ListeSprite[Texture_Séléctionné]["id"])
						if bloc_y>=0 and bloc_y<len(Map_Data["data"]):
							if bloc_x>=0 and bloc_x<len(Map_Data["data"][bloc_y]):
								Map_Data["data"][bloc_y][bloc_x] = Id
							logging.debug("Bloc cliqué: %s %s %s"%(bloc_x, bloc_y, Id))
							
				if event.button == 2:
					clic_x = event.pos[0]
					clic_y = event.pos[1]
					
					if clic_x < Pos_Menu_Surface.x:
						bloc_x = (Pos_Ecran_Actuelle[0] + clic_x) // 32
						bloc_y = (Pos_Ecran_Actuelle[1] + clic_y) // 32
						Id = Map_Data["data"][bloc_y][bloc_x]
						for i in range(0, len(ListeSprite)):
							if Id == ListeSprite[i]["id"]:
								Texture_Séléctionné = i
								logging.debug("Bloc pipette: %s %s %s %s"%(bloc_x, bloc_y, Id, Texture_Séléctionné))
			
			if event.type == QUIT:
				maps.save_map(map_name, Map_Data)
				GameRun = False
			if event.type == KEYDOWN:
				if event.key == K_LEFT:
					divers.move_screen(Pos_Ecran_Actuelle, Size, ScreenSize, Menu_Width*32, (-15, 0))
				if event.key == K_RIGHT:
					divers.move_screen(Pos_Ecran_Actuelle, Size, ScreenSize, Menu_Width*32, (15, 0))
				if event.key == K_UP:
					divers.move_screen(Pos_Ecran_Actuelle, Size, ScreenSize, Menu_Width*32, (0, -15))
				if event.key == K_DOWN:
					divers.move_screen(Pos_Ecran_Actuelle, Size, ScreenSize, Menu_Width*32, (0, 15))
				if event.key == K_s:
					maps.save_map(map_name, Map_Data)

		if pos_curs[0] < 10:
			divers.move_screen(Pos_Ecran_Actuelle, Size, ScreenSize, Menu_Width*32, (-5, 0))
		if pos_curs[0] > config.CFG["screen.size"][0]-10:
			divers.move_screen(Pos_Ecran_Actuelle, Size, ScreenSize, Menu_Width*32, (5, 0))
		if pos_curs[1] < 10:
			divers.move_screen(Pos_Ecran_Actuelle, Size, ScreenSize, Menu_Width*32, (0, -5))
		if pos_curs[1] > config.CFG["screen.size"][1]-10:
			divers.move_screen(Pos_Ecran_Actuelle, Size, ScreenSize, Menu_Width*32, (0, 5))


		y=0
		for y in range(0, Map_Data["size"][1]):
			for x in range(0, Map_Data["size"][0]):
				try:
					sprite = ressource.SPRITE[ Map_Data["data"][y][x] ]
				except Exception:
					sprite = Default_Sprite
				
				Maps_Surface.blit(sprite.image, (x*32, y*32))
				
		SpriteGroup.draw(Maps_Surface)
		
		Pos_inversé = (-Pos_Ecran_Actuelle[0], -Pos_Ecran_Actuelle[1])
		Display.blit(Maps_Surface, Pos_inversé)
		
		Display.blit(Menu_Surface, Pos_Menu_Surface)
		
		Pos_x = ScreenSize.width - Menu_Width*32 + ((Texture_Séléctionné%Menu_Width) * 32)
		Pos_y = (Texture_Séléctionné//Menu_Width) * 32
		
		Display.blit(ressource.SPRITE[ 200 ].image, (Pos_x, Pos_y))
		
		Scheduler.tick_busy_loop(int(config.CFG["screen.fps"]))
		pygame.display.flip()
		Maps_Surface.fill(0)
		Display.fill(0)
示例#6
0
    if _old_size[2] > size[2]:
        for x1 in range(_old_size[0]):
            for y1 in range(_old_size[1]):
                for z in range(abs(_old_size[2] - size[2])):
                    _new_map[x1][y1].pop()
    elif _old_size[2] < size[2]:
        for x1 in range(_old_size[0]):
            _y1 = []
            for y1 in range(abs(_old_size[1])):
                _z1 = []
                for z1 in range(abs(_old_size[2] - size[2])):
                    _z1.append(None)

                _new_map[x1][y1].extend(_z1)

    return _new_map


if __name__ == '__main__':
    if '--create' in sys.argv:
        create_all_tiles()
        WORLD_INFO['map'] = maps.create_map()
        maps.create_position_maps()
        maps.update_chunk_map()

        zones.create_zone_map()
        zones.connect_ramps()

        maps.save_map('temp_map')

        print 'Created map: temp_map.dat'
示例#7
0
def run(Display, network, map_name):

    Map_Data = maps.load_map(map_name)

    Pos_Ecran_Actuelle = [0, 0]

    Size = (Map_Data["size"][0] * 32, Map_Data["size"][1] * 32)

    Maps_Surface = pygame.Surface(Size)

    ScreenSize = Display.get_rect()
    Menu_Width = 0

    pos_curs = (50, 50)

    Default_Sprite = entity.Sprite(pygame.Surface((32, 32)))

    Scheduler = pygame.time.Clock()

    logging.info("Tentative de connection...")

    while True:
        if network.loginok:
            break
        time.sleep(0.1)

    logging.info("Connection ok...")

    network.join_room("serdtfyugiohjpk")

    while True:
        if network.room_joined:
            break
        time.sleep(0.1)

    network.create_entity(1, network.player_uuid, UUID.uuid4(),
                          (random.randint(0, 10), random.randint(0, 10)))
    network.create_entity(1, network.player_uuid, UUID.uuid4(),
                          (random.randint(0, 10), random.randint(0, 10)))

    logging.info("Lancement de la bouble principale...")

    Sprite_cliqué = False
    GameRun = True
    while GameRun:

        for event in pygame.event.get():  #Attente des événements
            if event.type == MOUSEMOTION:
                pos_curs = event.pos
            if event.type == MOUSEBUTTONDOWN:
                if event.button == 1:
                    clic_x = event.pos[0]
                    clic_y = event.pos[1]
                    bloc_x = (Pos_Ecran_Actuelle[0] + clic_x) // 32
                    bloc_y = (Pos_Ecran_Actuelle[1] + clic_y) // 32
                    Sprite_cliqué = False
                    for Player in network.Player_list.values():
                        for sprite in Player.Entity:
                            sprite_x = sprite.rect.x // 32
                            sprite_y = sprite.rect.y // 32
                            if sprite_x == bloc_x and sprite_y == bloc_y:
                                Sprite_cliqué = sprite
                                logging.debug("Entitée cliqué: %s %s %s" %
                                              (bloc_x, bloc_y, Sprite_cliqué))
                                break
                if event.button == 3:
                    clic_x = event.pos[0]
                    clic_y = event.pos[1]
                    bloc_x = (Pos_Ecran_Actuelle[0] + clic_x) // 32
                    bloc_y = (Pos_Ecran_Actuelle[1] + clic_y) // 32
                    if Sprite_cliqué:
                        network.move_entity(Sprite_cliqué, (bloc_x, bloc_y))
                        logging.debug("Entitée déplacé: %s %s %s" %
                                      (bloc_x, bloc_y, Sprite_cliqué))

            if event.type == QUIT:
                logging.info("Demande de fermeture...")
                GameRun = False
            if event.type == KEYDOWN:
                if event.key == K_LEFT:
                    divers.move_screen(Pos_Ecran_Actuelle, Size, ScreenSize,
                                       Menu_Width * 32, (-15, 0))
                if event.key == K_RIGHT:
                    divers.move_screen(Pos_Ecran_Actuelle, Size, ScreenSize,
                                       Menu_Width * 32, (15, 0))
                if event.key == K_UP:
                    divers.move_screen(Pos_Ecran_Actuelle, Size, ScreenSize,
                                       Menu_Width * 32, (0, -15))
                if event.key == K_DOWN:
                    divers.move_screen(Pos_Ecran_Actuelle, Size, ScreenSize,
                                       Menu_Width * 32, (0, 15))
                if event.key == K_s:
                    maps.save_map(map_name, Map_Data)

        if pos_curs[0] < 10:
            divers.move_screen(Pos_Ecran_Actuelle, Size, ScreenSize,
                               Menu_Width * 32, (-5, 0))
        if pos_curs[0] > config.CFG["screen.size"][0] - 10:
            divers.move_screen(Pos_Ecran_Actuelle, Size, ScreenSize,
                               Menu_Width * 32, (5, 0))
        if pos_curs[1] < 10:
            divers.move_screen(Pos_Ecran_Actuelle, Size, ScreenSize,
                               Menu_Width * 32, (0, -5))
        if pos_curs[1] > config.CFG["screen.size"][1] - 10:
            divers.move_screen(Pos_Ecran_Actuelle, Size, ScreenSize,
                               Menu_Width * 32, (0, 5))

        y = 0
        for y in range(0, Map_Data["size"][1]):
            for x in range(0, Map_Data["size"][0]):
                try:
                    sprite = ressource.SPRITE[Map_Data["data"][y][x]]
                except Exception:
                    sprite = Default_Sprite

                Maps_Surface.blit(sprite.image, (x * 32, y * 32))

        for Player in network.Player_list.values():
            Player.Entity.draw(Maps_Surface)

        Pos_inversé = (-Pos_Ecran_Actuelle[0], -Pos_Ecran_Actuelle[1])
        Display.blit(Maps_Surface, Pos_inversé)

        Scheduler.tick_busy_loop(int(config.CFG["screen.fps"]))

        pygame.display.flip()
        Maps_Surface.fill(0)
        Display.fill(0)
示例#8
0
def handle_input():
	global PLACING_TILE,RUNNING,SETTINGS,KEYBOARD_STRING

	if gfx.window_is_closed():
		SETTINGS['running'] = False
		
		return True
	
	elif INPUT['\x1b'] or INPUT['q']:
		if not ACTIVE_MENU['menu'] == -1 and not SETTINGS['running'] == 1:
			ACTIVE_MENU['menu'] = -1
			
			return True
			
		SETTINGS['running'] = False
		
		return True
	
	elif INPUT['-']:
		if SETTINGS['draw console']:
			SETTINGS['draw console'] = False
		else:
			SETTINGS['draw console'] = True
	
	elif SETTINGS['draw console']:
		return

	elif INPUT['up']:
		if not ACTIVE_MENU['menu'] == -1:
			menus.move_up(MENUS[ACTIVE_MENU['menu']], MENUS[ACTIVE_MENU['menu']]['index'])
		else:
			CURSOR_POS[1] -= SETTINGS['cursor speed']

	elif INPUT['down']:
		if not ACTIVE_MENU['menu'] == -1:
			menus.move_down(MENUS[ACTIVE_MENU['menu']], MENUS[ACTIVE_MENU['menu']]['index'])
		else:
			CURSOR_POS[1] += SETTINGS['cursor speed']

	elif INPUT['right']:
		if not ACTIVE_MENU['menu'] == -1:
			menus.next_item(MENUS[ACTIVE_MENU['menu']],MENUS[ACTIVE_MENU['menu']]['index'])
			menus.item_changed(ACTIVE_MENU['menu'],MENUS[ACTIVE_MENU['menu']]['index'])
		else:
			CURSOR_POS[0] += SETTINGS['cursor speed']

	elif INPUT['left']:
		if not ACTIVE_MENU['menu'] == -1:
			menus.previous_item(MENUS[ACTIVE_MENU['menu']],MENUS[ACTIVE_MENU['menu']]['index'])
			menus.item_changed(ACTIVE_MENU['menu'],MENUS[ACTIVE_MENU['menu']]['index'])
		else:
			CURSOR_POS[0] -= SETTINGS['cursor speed']

	elif INPUT[' ']:
		menus.activate_menu_by_name('Buildings')
	
	elif INPUT['n']:
		for alife in LIFE:
			life.memory(alife, 'focus_on_chunk', chunk_key=life.get_current_chunk_id(LIFE[SETTINGS['controlling']]))
	
	elif INPUT['\r']:
		if ACTIVE_MENU['menu'] == -1:
			return False
		
		menus.item_selected(ACTIVE_MENU['menu'],MENUS[ACTIVE_MENU['menu']]['index'])
		ACTIVE_MENU['menu'] = -1
	
	elif INPUT['\t']:
		pass

	elif INPUT['c']:
		CURSOR_POS[0] = MAP_SIZE[0]/2
		CURSOR_POS[1] = MAP_SIZE[1]/2

	elif INPUT['m']:
		if SETTINGS['running'] == 2:
			gfx.add_view_to_scene_by_name('chunk_map')
			gfx.set_active_view('chunk_map')
			
			SETTINGS['running'] = 3
		elif SETTINGS['running'] == 3:
			gfx.remove_view_from_scene_by_name('chunk_map')
			gfx.set_active_view('map')
			SETTINGS['running'] = 2

	elif INPUT['r']:
		if regenerate_world():
			SETTINGS['running'] = 2

	elif INPUT['s']:
		items.save_all_items()
		
		gfx.title('Generating Chunk Map')
		maps.update_chunk_map()
		
		gfx.title('Zoning...')
		zones.create_zone_map()
		
		gfx.title('Saving...')
		maps.save_map(str(time.time()), only_cached=False)
		items.reload_all_items()

	elif INPUT['l']:
		SUN_BRIGHTNESS[0] += 4
	
	elif INPUT['k']:
		SUN_BRIGHTNESS[0] -= 4

	elif INPUT['1']:
		CAMERA_POS[2] = 1
		gfx.refresh_view('map')

	elif INPUT['2']:
		CAMERA_POS[2] = 2
		gfx.refresh_view('map')

	elif INPUT['3']:
		CAMERA_POS[2] = 3
		gfx.refresh_view('map')

	elif INPUT['4']:
		CAMERA_POS[2] = 4
		gfx.refresh_view('map')

	elif INPUT['5']:
		CAMERA_POS[2] = 5
		gfx.refresh_view('map')
	
	elif INPUT['6']:
		CAMERA_POS[2] = 6
		gfx.refresh_view('map')
	
	elif INPUT['7']:
		CAMERA_POS[2] = 7
		gfx.refresh_view('map')
	
	elif INPUT['8']:
		CAMERA_POS[2] = 8
		gfx.refresh_view('map')
	
	elif INPUT['9']:
		CAMERA_POS[2] = 9
		gfx.refresh_view('map')
	
	elif INPUT['0']:
		CAMERA_POS[2] = 0
		gfx.refresh_view('map')
示例#9
0
def handle_input():
    global PLACING_TILE, RUNNING, SETTINGS, KEYBOARD_STRING

    if gfx.window_is_closed():
        SETTINGS['running'] = False

        return True

    elif INPUT['\x1b'] or INPUT['q']:
        if not ACTIVE_MENU['menu'] == -1 and not SETTINGS['running'] == 1:
            ACTIVE_MENU['menu'] = -1

            return True

        SETTINGS['running'] = False

        return True

    elif INPUT['-']:
        if SETTINGS['draw console']:
            SETTINGS['draw console'] = False
        else:
            SETTINGS['draw console'] = True

    elif SETTINGS['draw console']:
        return

    elif INPUT['up']:
        if not ACTIVE_MENU['menu'] == -1:
            menus.move_up(MENUS[ACTIVE_MENU['menu']],
                          MENUS[ACTIVE_MENU['menu']]['index'])
        else:
            CURSOR_POS[1] -= SETTINGS['cursor speed']

    elif INPUT['down']:
        if not ACTIVE_MENU['menu'] == -1:
            menus.move_down(MENUS[ACTIVE_MENU['menu']],
                            MENUS[ACTIVE_MENU['menu']]['index'])
        else:
            CURSOR_POS[1] += SETTINGS['cursor speed']

    elif INPUT['right']:
        if not ACTIVE_MENU['menu'] == -1:
            menus.next_item(MENUS[ACTIVE_MENU['menu']],
                            MENUS[ACTIVE_MENU['menu']]['index'])
            menus.item_changed(ACTIVE_MENU['menu'],
                               MENUS[ACTIVE_MENU['menu']]['index'])
        else:
            CURSOR_POS[0] += SETTINGS['cursor speed']

    elif INPUT['left']:
        if not ACTIVE_MENU['menu'] == -1:
            menus.previous_item(MENUS[ACTIVE_MENU['menu']],
                                MENUS[ACTIVE_MENU['menu']]['index'])
            menus.item_changed(ACTIVE_MENU['menu'],
                               MENUS[ACTIVE_MENU['menu']]['index'])
        else:
            CURSOR_POS[0] -= SETTINGS['cursor speed']

    elif INPUT[' ']:
        menus.activate_menu_by_name('Buildings')

    elif INPUT['n']:
        for alife in LIFE:
            life.memory(alife,
                        'focus_on_chunk',
                        chunk_key=life.get_current_chunk_id(
                            LIFE[SETTINGS['controlling']]))

    elif INPUT['\r']:
        if ACTIVE_MENU['menu'] == -1:
            return False

        menus.item_selected(ACTIVE_MENU['menu'],
                            MENUS[ACTIVE_MENU['menu']]['index'])
        ACTIVE_MENU['menu'] = -1

    elif INPUT['\t']:
        pass

    elif INPUT['c']:
        CURSOR_POS[0] = MAP_SIZE[0] / 2
        CURSOR_POS[1] = MAP_SIZE[1] / 2

    elif INPUT['m']:
        if SETTINGS['running'] == 2:
            gfx.add_view_to_scene_by_name('chunk_map')
            gfx.set_active_view('chunk_map')

            SETTINGS['running'] = 3
        elif SETTINGS['running'] == 3:
            gfx.remove_view_from_scene_by_name('chunk_map')
            gfx.set_active_view('map')
            SETTINGS['running'] = 2

    elif INPUT['r']:
        if regenerate_world():
            SETTINGS['running'] = 2

    elif INPUT['s']:
        items.save_all_items()

        gfx.title('Generating Chunk Map')
        maps.update_chunk_map()

        gfx.title('Zoning...')
        zones.create_zone_map()

        gfx.title('Saving...')
        maps.save_map(str(time.time()), only_cached=False)
        items.reload_all_items()

    elif INPUT['l']:
        SUN_BRIGHTNESS[0] += 4

    elif INPUT['k']:
        SUN_BRIGHTNESS[0] -= 4

    elif INPUT['1']:
        CAMERA_POS[2] = 1
        gfx.refresh_view('map')

    elif INPUT['2']:
        CAMERA_POS[2] = 2
        gfx.refresh_view('map')

    elif INPUT['3']:
        CAMERA_POS[2] = 3
        gfx.refresh_view('map')

    elif INPUT['4']:
        CAMERA_POS[2] = 4
        gfx.refresh_view('map')

    elif INPUT['5']:
        CAMERA_POS[2] = 5
        gfx.refresh_view('map')

    elif INPUT['6']:
        CAMERA_POS[2] = 6
        gfx.refresh_view('map')

    elif INPUT['7']:
        CAMERA_POS[2] = 7
        gfx.refresh_view('map')

    elif INPUT['8']:
        CAMERA_POS[2] = 8
        gfx.refresh_view('map')

    elif INPUT['9']:
        CAMERA_POS[2] = 9
        gfx.refresh_view('map')

    elif INPUT['0']:
        CAMERA_POS[2] = 0
        gfx.refresh_view('map')
示例#10
0
	
	if _old_size[2]>size[2]:
		for x1 in range(_old_size[0]):
			for y1 in range(_old_size[1]):
				for z in range(abs(_old_size[2]-size[2])):
					_new_map[x1][y1].pop()
	elif _old_size[2]<size[2]:
		for x1 in range(_old_size[0]):
			_y1 = []
			for y1 in range(abs(_old_size[1])):
				_z1 = []
				for z1 in range(abs(_old_size[2]-size[2])):
					_z1.append(None)
			
				_new_map[x1][y1].extend(_z1)
	
	return _new_map

if __name__ == '__main__':
	if '--create' in sys.argv:
		create_all_tiles()
		WORLD_INFO['map'] = maps.create_map()
		maps.create_position_maps()
		maps.update_chunk_map()
		
		zones.create_zone_map()
		zones.connect_ramps()
		
		maps.save_map('temp_map.dat')
		
		print 'Created map: temp_map.dat'