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688
gamemap.py
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688
gamemap.py
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#gamemap.py
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import re
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import heapq
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import xml.etree.ElementTree as ET
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class Thing(object):
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def __init__(self, thingType: str, name: str, x: int, y: int, description: str, flags: int, playerx = None, playery = None):
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self.thingType = thingType
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self.name = name
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self.description = description
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self.x = x
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self.y = y
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self.playerx = x
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self.playery = y
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if playerx:
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self.playerx = playerx
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if playery:
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self.playery = playery
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self.passable = bool(flags & 1)
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self.talkable = bool(flags & 2)
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self.lookable = bool(flags & 4)
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self.takeable = bool(flags & 8)
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self.useable = bool(flags & 16)
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self.graphic = ('clear', '#7F7F7F', ' ')
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def __str__(self):
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"""__str__ is used for look."""
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return self.description
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def __eq__(self, other):
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if not isinstance(other, Thing):
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return False
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return self.name == other.name
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class Item(Thing):
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def __init__(self, name, x: int, y: int, description: str, useFunc: str, useOnFunc: str, customValues: dict, ranged: bool, graphic = ('clear', '#00BF00', '^')):
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super(Item, self).__init__('i', name, x, y, description, 13)
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self.useFunc = useFunc
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self.useOnFunc = useOnFunc
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self.customValues = customValues
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self.ranged = ranged
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self.graphic = graphic
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def use(self):
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pass
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class Useable(Thing):
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def __init__(self, name, x: int, y: int, description: str, useFunc: str, customValues: dict, playerx = None, playery = None, graphic = ('clear', '#0000FF', '#')):
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super(Useable, self).__init__('u', name, x, y, description, 16, playerx, playery)
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self.useFunc = useFunc
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self.customValues = customValues
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self.graphic = graphic
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def use(self):
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pass
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class NPC(Thing):
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def __init__(self, name, x: int, y: int, description: str, friendly = True, following = False, graphic = ('clear', '#000000', 'o')):
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super(NPC, self).__init__('c', name, x, y, description, 6)
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self.following = following
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self.friendly = friendly
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self.inventory = []
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self.graphic = graphic
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def give(self, item):
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self.inventory.append(item)
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def drop(self, index):
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return self.inventory.pop(index)
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def dialog(self):
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pass
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class Door(Thing):
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def __init__(self, name, x: int, y: int, locked: bool, description = None, key = None, graphic = ('clear', '#7F3F00', '#')):
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self.descBase = description
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if description == None:
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if locked:
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description = "The {0} is locked.".format(name)
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else:
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description = "The {0} is unlocked.".format(name)
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else:
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if locked:
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description += " It is locked.".format(name)
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else:
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description += " It is unlocked.".format(name)
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super(Door, self).__init__('d', name, x, y, description, 1)
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self.passable = not locked
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self.key = key
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self.graphic = graphic
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def lock(self, key = None):
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if key == self.key:
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self.passable = not self.passable
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if self.descBase == None:
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if self.passable:
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self.description = "The {0} is unlocked.".format(self.name)
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else:
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self.description = "The {0} is locked.".format(self.name)
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else:
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if self.passable:
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self.description += " It is unlocked.".format(self.name)
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else:
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self.description += " It is locked.".format(self.name)
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return True
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return False
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class MapExit(Thing):
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def __init__(self, name, x: int, y: int, exitid: int, destination: str, prefix: None, graphic = ('clear', '#FF0000', 'x')):
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description = name
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if prefix:
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description = "{0} {1}".format(prefix, name)
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super(MapExit, self).__init__('x', name, x, y, description, 5)
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self.exitid = exitid
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self.destination = destination
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self.prefix = prefix
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self.graphic = graphic
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class GameMap(object):
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# Matrix tile codes:
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# e: empty (0)
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# d: door
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# x: map change
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# w: wall (0)
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# c: NPC (should this be a subclass of interactable?)
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# i: item
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# u: useable
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# p: player start (up to one per level)
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# regular expressions
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matrixRegex = re.compile(r'([ \t]*([a-z][0-9]*)+(\n))+')
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def __init__(self, name, graph, matrix, dimensions):
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self.name = name
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self.openingText = ""
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self.mapGraph = graph
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self.mapMatrix = matrix
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self.dimensions = dimensions
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self.thingPos = {} # int location : list of names
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self.thingNames = {} # Things can be looked up by name.
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self.playerStart = (1, 1)
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self.description = "The area is completely blank."
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self.floorColors = []
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self.wallColors = []
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self.persistent = []
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@staticmethod
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def read(infile = None, prevMap = None, preLoaded = False):
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"""Read map data and return a Map object. If infile is not provided, then
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it will read from stdin. Otherwise, it should be a valid file name.
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Entering a map through stdin will be obsolete once testing is over."""
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data = None
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tryToRead = True
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if infile != None:
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try:
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with open(infile, 'r') as f:
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data = f.read()
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except OSError as e:
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print("The file could not be read. Falling back to stdin...")
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else:
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while tryToRead:
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try:
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data += input()
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except EOFError as e:
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tryToRead = False
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# Now what we do with the data
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info = ET.fromstring(data)
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mat = None
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layout = info.find('layout')
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if layout != None:
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#print(layout.text)
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match = GameMap.matrixRegex.match(layout.text.lstrip())
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if match == None:
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raise RuntimeError('Map read a file without a map matrix.')
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mat = match.group()
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else:
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raise RuntimeError('Map read a file without a map matrix.')
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# generate matrix and graph first
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mapMatrix, mapGraph, dimensions = GameMap.parseMatrix(mat)
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playerStart = (-1, -1)
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level = GameMap(infile, mapGraph, mapMatrix, dimensions)
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# Now, load other info
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GameMap.loadThings(level, info, prevMap, preLoaded)
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return level
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@staticmethod
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def parseMatrix(matrixStr):
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"""Returns a map graph as an adjacency list, as well as the matrix as a
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list of lists of tuples."""
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# Make the matrix first
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mat = [[]]
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x = 0
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y = 0
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i = 0
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l = 0
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while i < len(matrixStr):
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if matrixStr[i].isalpha():
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j = i+1
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while j < len(matrixStr) and matrixStr[j].isdecimal():
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j += 1
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if j == i+1: # no number
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mat[l].append((matrixStr[i], 0))
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else:
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mat[l].append((matrixStr[i], int(matrixStr[i+1:j])))
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i = j
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elif matrixStr[i] == '\n':
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if x == 0:
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x = len(mat[l])
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elif x != len(mat[l]):
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raise RuntimeError('Map matrix has jagged edges.')
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l += 1
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i += 1
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mat.append([])
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else: # assume it was a whitespace character.
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i += 1
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y = len(mat) - 1
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# Now for the graph
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numTiles = x * y
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dim = (x, y)
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graph = [[] for j in range(numTiles)]
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passable = ('e', 'd', 'x', 'p', 'i')
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for j in range(y):
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for i in range(x):
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if mat[j][i][0] in passable:
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here = GameMap.__coordsToInt(i, j, x)
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if i > 0 and mat[j][i-1][0] in passable:
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there = GameMap.__coordsToInt(i-1, j, x)
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graph[here].append(there)
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graph[there].append(here)
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if j > 0 and mat[j-1][i][0] in passable:
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there = GameMap.__coordsToInt(i, j-1, x)
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graph[here].append(there)
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graph[there].append(here)
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return mat, graph, dim
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@staticmethod
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def loadThings(level, info, prevMap = None, preLoaded = False):
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"""load the things from the xml part of the map file."""
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if 'openingText' in info.attrib:
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level.openingText = info.attrib['openingText']
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if 'playerStart' in info.attrib:
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ps = info.attrib['playerStart'].split(',')
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level.playerStart = (int(ps[0]), int(ps[1]))
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if info.text != None:
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level.description = info.text
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# get map colors
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floorColors = info.find('floorColors')
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if floorColors != None:
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level.floorColors = floorColors.text.lstrip().split()
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if len(level.floorColors) == 0:
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level.floorColors.append('#9F7F5F')
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wallColors = info.find('wallColors')
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if wallColors != None:
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level.wallColors = wallColors.text.lstrip().split()
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if len(level.wallColors) == 0:
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level.wallColors.append('#7F3F0F')
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# get things
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for node in info:
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if node.tag == 'loadOnce':
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# Things in the load-once section are only loaded the first
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# time that the map is loaded, and saved in the player's
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# save file.
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if preLoaded:
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continue
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for node1 in node:
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if node1.tag == 'door':
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level.addThing(GameMap.__loadDoor(node1), True)
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elif node1.tag == 'useable':
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level.addThing(GameMap.__loadUseable(node1), True)
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elif node1.tag == 'item':
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level.addThing(GameMap.__loadItem(node1), True)
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elif node.tag == 'exit':
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level.addThing(GameMap.__loadExit(level, node, prevMap))
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elif node.tag == 'door':
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level.addThing(GameMap.__loadDoor(node))
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elif node.tag == 'useable':
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level.addThing(GameMap.__loadUseable(node))
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@staticmethod
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def __loadExit(level, node, prevMap):
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exitid = 0
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x, y = 0, 0
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destination = ''
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name = ''
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prefix = None
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if 'name' in node.attrib:
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name = node.attrib['name']
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else:
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print("Nameless exit, ommitting.")
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return None
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if 'id' in node.attrib:
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exitid = int(node.attrib['id'])
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else:
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print("Exit '{0}' with no id, ommitting.".format(name))
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return None
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if 'location' in node.attrib:
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loc = node.attrib['location'].split(',')
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x, y = int(loc[0]), int(loc[1])
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else:
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print("Exit '{0}' without a location, ommitting.".format(name))
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return None
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if 'destination' in node.attrib:
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destination = node.attrib['destination']
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else:
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print("Exit '{0}' with no destination, ommitting.".format(name))
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return None
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if 'prefix' in node.attrib:
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prefix = node.attrib['prefix']
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graphic = GameMap.__loadGraphic(node)
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#level.addThing(MapExit(name, x, y, exitid, destination, prefix))
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if prevMap == exitid:
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level.playerStart = (x, y)
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return MapExit(name, x, y, exitid, destination, prefix, graphic)
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@staticmethod
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def __loadDoor(node):
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x, y = 0, 0
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name = ''
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locked = False
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doorOpen = False
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key = None
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if 'name' in node.attrib:
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name = node.attrib['name']
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else:
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print("Nameless door, ommitting.")
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return None
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if 'location' in node.attrib:
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pos = node.attrib['location'].split(',')
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x, y = int(pos[0]), int(pos[1])
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else:
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print("Door '{0}' without a location, ommitting.".format(name))
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return None
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if 'locked' in node.attrib:
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if node.attrib['locked'] == 'True':
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locked = True
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if 'open' in node.attrib:
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if node.attrib['open'] == 'True':
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doorOpen = True
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if 'key' in node.attrib:
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key = node.attrib['key']
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graphic = GameMap.__loadGraphic(node)
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description = node.text
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return Door(name, x, y, locked, description, key, graphic)
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@staticmethod
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def __loadUseable(node):
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x, y = 0, 0
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playerx, playery = 0, 0
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name = ''
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useFunc = ''
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description = ''
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if 'name' in node.attrib:
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name = node.attrib['name']
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else:
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print("Nameless useable, ommitting.")
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return None
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if 'location' in node.attrib:
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pos = node.attrib['location'].split(',')
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x, y = int(pos[0]), int(pos[1])
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else:
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print("Useable '{0}' without a location, ommitting.".format(name))
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return None
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if 'useLocation' in node.attrib:
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loc = node.attrib['useLocation'].split(',')
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playerx, playery = int(loc[0]), int(loc[1])
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else:
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playerx, playery = x, y
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if 'useFunc' in node.attrib:
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useFunc = node.attrib['useFunc']
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else:
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print("Unuseable useable '{0}', ommitting.".format(name))
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return None
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graphic = GameMap.__loadGraphic(node)
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description = node.text
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# get custom values
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customVals = {}
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for val in node:
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if val.tag == 'graphic':
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continue # skip it
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value = None
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valName = ''
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if 'name' in val.attrib:
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valName = val.attrib['name']
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else:
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print("Nameless custom value in {0}, ommitting.".format(name))
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continue
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if 'value' in val.attrib:
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if val.tag == 'int':
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value = int(val.attrib['value'])
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elif val.tag == 'float':
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value = float(val.attrib['value'])
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elif val.tag == 'str':
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value = str(val.attrib['value'])
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elif val.tag == 'item':
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value = GameMap.__loadItem(val)
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elif val.tag == 'intList':
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value = [int(i) for i in val.attrib['value'].split(',')]
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elif val.tag == 'floatList':
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value = [float(i) for i in val.attrib['value'].split(',')]
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elif val.tag == 'strList':
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value = [i.lstrip() for i in val.attrib['value'].split(',')] # depricated, use 'list' of strings instead so you can use commas.
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else:
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print("Value {0} in {1} is of unknown type {2}, ommitting.".format(valName, name, val.tag))
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continue
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elif val.tag == 'list':
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value = []
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for i in val:
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if 'value' in i.attrib:
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if i.tag == 'int':
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value.append(int(i.attrib['value']))
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elif i.tag == 'float':
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value.append(float(i.attrib['value']))
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elif i.tag == 'str':
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value.append(str(i.attrib['value']))
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elif i.tag == 'item':
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value.append(GameMap.__loadItem(i))
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else:
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print("Value {0} in {1} has an entry of unknown type {2}, ommitting.".format(valName, name, i.tag))
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continue
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else:
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print("Value {0} in {1} has an entry with no value, ommitting.".format(valName, name))
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continue
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else:
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print("Value {0} in {1} has no value, ommitting.".format(valName, name))
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continue
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customVals[valName] = value
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return Useable(name, x, y, description, useFunc, customVals, playerx, playery, graphic)
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@staticmethod
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def __loadItem(node):
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x, y = 0, 0
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playerx, playery = 0, 0
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||||
name = ''
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||||
useFunc = ''
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||||
useOnFunc = ''
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||||
description = ''
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||||
ranged = False
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if 'name' in node.attrib:
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name = node.attrib['name']
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else:
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print("Nameless item, ommitting.")
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return None
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||||
if 'location' in node.attrib:
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||||
pos = node.attrib['location'].split(',')
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||||
x, y = int(pos[0]), int(pos[1])
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||||
else:
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print("Item '{0}' without a location, ommitting.".format(name))
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return None
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||||
if 'useFunc' in node.attrib:
|
||||
useFunc = node.attrib['useFunc']
|
||||
if 'useOnFunc' in node.attrib:
|
||||
useOnFunc = node.attrib['useOnFunc']
|
||||
if 'ranged' in node.attrib:
|
||||
ranged = (node.attrib['ranged'].casefold() == 'true')
|
||||
graphic = GameMap.__loadGraphic(node)
|
||||
description = node.text
|
||||
|
||||
# get custom values
|
||||
customVals = {}
|
||||
for val in node:
|
||||
if val.tag == 'graphic':
|
||||
continue # skip it
|
||||
value = None
|
||||
valName = ''
|
||||
if 'name' in val.attrib:
|
||||
valName = val.attrib['name']
|
||||
else:
|
||||
print("Nameless custom value in {0}, ommitting.".format(name))
|
||||
continue
|
||||
if 'value' in val.attrib:
|
||||
if val.tag == 'int':
|
||||
value = int(val.attrib['value'])
|
||||
elif val.tag == 'float':
|
||||
value = float(val.attrib['value'])
|
||||
elif val.tag == 'str':
|
||||
value = str(val.attrib['value'])
|
||||
elif val.tag == 'item':
|
||||
value = GameMap.__loadItem(val)
|
||||
elif val.tag == 'intList':
|
||||
value = [int(i) for i in val.attrib['value'].split(',')]
|
||||
elif val.tag == 'floatList':
|
||||
value = [float(i) for i in val.attrib['value'].split(',')]
|
||||
elif val.tag == 'strList':
|
||||
value = [i.lstrip() for i in val.attrib['value'].split(',')] # depricated, use 'list' of strings instead so you can use commas.
|
||||
else:
|
||||
print("Value {0} in {1} is of unknown type {2}, ommitting.".format(valName, name, val.tag))
|
||||
continue
|
||||
elif val.tag == 'list':
|
||||
value = []
|
||||
for i in val:
|
||||
if 'value' in i.attrib:
|
||||
if i.tag == 'int':
|
||||
value.append(int(i.attrib['value']))
|
||||
elif i.tag == 'float':
|
||||
value.append(float(i.attrib['value']))
|
||||
elif i.tag == 'str':
|
||||
value.append(str(i.attrib['value']))
|
||||
elif i.tag == 'item':
|
||||
value.append(GameMap.__loadItem(i))
|
||||
else:
|
||||
print("Value {0} in {1} has an entry of unknown type {2}, ommitting.".format(valName, name, i.tag))
|
||||
continue
|
||||
else:
|
||||
print("Value {0} in {1} has an entry with no value, ommitting.".format(valName, name))
|
||||
continue
|
||||
else:
|
||||
print("Value {0} in {1} has no value, ommitting.".format(valName, name))
|
||||
continue
|
||||
customVals[valName] = value
|
||||
|
||||
return Item(name, x, y, description, useFunc, useOnFunc, customVals, ranged, graphic)
|
||||
|
||||
@staticmethod
|
||||
def __loadGraphic(node):
|
||||
bgc = 'clear'
|
||||
fgc = '#7F7F7F'
|
||||
shape = '#'
|
||||
graphicInDecl = False
|
||||
if 'bgc' in node.attrib:
|
||||
bgc = node.attrib['bgc']
|
||||
graphicInDecl = True
|
||||
if 'fgc' in node.attrib:
|
||||
fgc = node.attrib['fgc']
|
||||
graphicInDecl = True
|
||||
if 'shape' in node.attrib:
|
||||
shape = node.attrib['shape']
|
||||
graphicInDecl = True
|
||||
|
||||
if not graphicInDecl:
|
||||
#check for graphic child node
|
||||
graphic = node.find('graphic')
|
||||
if graphic != None:
|
||||
if 'bgc' in graphic.attrib:
|
||||
bgc = graphic.attrib['bgc']
|
||||
if 'fgc' in graphic.attrib:
|
||||
fgc = graphic.attrib['fgc']
|
||||
if 'shape' in graphic.attrib:
|
||||
shape = graphic.attrib['shape']
|
||||
return (bgc, fgc, shape)
|
||||
|
||||
# stuff the gameshell itself might use
|
||||
|
||||
def addThing(self, thing, persist = False):
|
||||
if thing == None:
|
||||
return
|
||||
if thing.name in self.thingNames:
|
||||
raise ValueError("Cannot have two objects named {0}.".format(thing.name))
|
||||
pos = self.coordsToInt(thing.x, thing.y)
|
||||
if pos not in self.thingPos:
|
||||
self.thingPos[pos] = [thing.name]
|
||||
else:
|
||||
self.thingPos[pos].append(thing.name)
|
||||
self.thingNames[thing.name] = thing
|
||||
if persist:
|
||||
self.persistent.append(thing.name)
|
||||
|
||||
def removeThing(self, name):
|
||||
thing = self.getThingByName(name)
|
||||
if thing:
|
||||
oldPos = self.coordsToInt(thing.x, thing.y)
|
||||
if oldPos in self.thingPos:
|
||||
self.thingPos[oldPos].remove(name)
|
||||
if len(self.thingPos[oldPos]) == 0:
|
||||
del self.thingPos[oldPos]
|
||||
del self.thingNames[name]
|
||||
|
||||
def path(self, x1, y1, x2, y2, closeEnough = True):
|
||||
"""Uses Dijkstra's Algorithm to find the shortest path from (x1, y1) to (x2, y2)
|
||||
The closeEnough parameter will create a path that lands beside the source if necessary."""
|
||||
# first test to see that the start point is passable
|
||||
startThing = self.getThingAtCoords(x1, y1)
|
||||
if not closeEnough:
|
||||
if startThing and not startThing.passable:
|
||||
return -1, [] # meaning you can't get there
|
||||
startPoint = self.coordsToInt(x1, y1)
|
||||
endPoint = self.coordsToInt(x2, y2)
|
||||
numVertex = self.dimensions[0] * self.dimensions[1]
|
||||
dist = [numVertex + 1 for i in range(numVertex)]
|
||||
prev = [-1 for i in range(numVertex)]
|
||||
dist[startPoint] = 0
|
||||
if closeEnough:
|
||||
if startThing and not startThing.passable:
|
||||
dist[startPoint] = -1
|
||||
queue = []
|
||||
heapq.heappush(queue, (dist[startPoint], startPoint))
|
||||
|
||||
while len(queue) > 0:
|
||||
u = heapq.heappop(queue)[1]
|
||||
for v in self.mapGraph[u]:
|
||||
thing = self.getThingAtPos(v)
|
||||
if thing and not thing.passable:
|
||||
continue
|
||||
tempDist = dist[u] + 1
|
||||
if tempDist < dist[v]:
|
||||
dist[v] = tempDist
|
||||
if dist[u] != -1:
|
||||
prev[v] = u
|
||||
heapq.heappush(queue, (dist[v], v))
|
||||
|
||||
if dist[endPoint] < numVertex + 1:
|
||||
return dist[endPoint], prev
|
||||
else:
|
||||
return -1, [] # meaning you can't get there
|
||||
|
||||
def lineOfSight(self, x1, y1, x2, y2):
|
||||
pass
|
||||
|
||||
@staticmethod
|
||||
def __coordsToInt(x, y, width):
|
||||
return x + y * width
|
||||
|
||||
def coordsToInt(self, x, y, width = -1):
|
||||
if width < 0:
|
||||
return x + y * self.dimensions[0]
|
||||
else:
|
||||
return x + y * width
|
||||
|
||||
def intToCoords(self, pos):
|
||||
return pos % self.dimensions[0], int(pos / self.dimensions[0])
|
||||
|
||||
def getThingAtCoords(self, x, y):
|
||||
return self.getThingAtPos(self.coordsToInt(x, y))
|
||||
|
||||
def getThingsAtCoords(self, x, y):
|
||||
return self.getThingsAtPos(self.coordsToInt(x, y))
|
||||
|
||||
def getThingAtPos(self, pos):
|
||||
if pos in self.thingPos:
|
||||
return self.thingNames[self.thingPos[pos][0]]
|
||||
else:
|
||||
return None
|
||||
|
||||
def getThingsAtPos(self, pos):
|
||||
if pos in self.thingPos:
|
||||
ret = []
|
||||
for i in self.thingPos[pos]:
|
||||
ret.append(self.thingNames[i])
|
||||
return ret
|
||||
else:
|
||||
return None
|
||||
|
||||
def getThingByName(self, name):
|
||||
if name in self.thingNames:
|
||||
return self.thingNames[name]
|
||||
else:
|
||||
return None
|
||||
|
||||
def moveThing(self, name, x, y = -1):
|
||||
newPos = x
|
||||
if y != -1:
|
||||
newPos = self.coordsToInt(x, y)
|
||||
else:
|
||||
x, y = self.intToCoords(x)
|
||||
thing = self.getThingByName(name)
|
||||
if thing:
|
||||
oldPos = self.coordsToInt(thing.x, thing.y)
|
||||
if oldPos in self.thingPos:
|
||||
self.thingPos[oldPos].remove(name)
|
||||
if len(self.thingPos[oldPos]) == 0:
|
||||
del self.thingPos[oldPos]
|
||||
if newPos not in self.thingPos:
|
||||
self.thingPos[newPos] = [name]
|
||||
else:
|
||||
self.thingPos[newPos].append(name)
|
||||
thing.x, thing.y = x, y
|
||||
else:
|
||||
raise RuntimeError("There is nothing by the name of {0}.".format(name))
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue