98 lines
3.6 KiB
Python
98 lines
3.6 KiB
Python
import random as _random
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import copy as _copy
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from utils import logs as _logs
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class BrSimMap():
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def __init__(self, players= None, items= None):
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self.players= players or []
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self.items= items or []
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self.world_width= 10 #seems a reasonable width for smartphones larger maps would go on a new line
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self.world_height= 25
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self.game_map= []
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self.field_sym= '🟩'
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self.player_male_sym= '♂️'
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self.player_female_sym= '♀️'
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self.player_nonbinary_sym= '⚧️'
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self.dead_player_sym= '💀'
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self.item_sym= '📦'
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self.mountain_sym = '⛰️'
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self.init_map_matrix()
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self.init_players_coordinates()
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self.init_items_coordinates()
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self.populate_map()
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def init_map_matrix(self):
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# show a matrix representing the game's map
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# 🟩 is and empty cell
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# (tomorrow we can choose different colors for different locations
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# 🟠 this is a player (we could use different colors for different genders)
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# 📦 this is an item (weapon or another item)
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# 💀 this is icon when the player is dead
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# ⛰️ this is icon for the mountain (We can prevent players from passing through the mountains and thus use them for map boundaries.)
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width= []
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mon = []
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for i in range(self.world_width):
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mon.append(self.mountain_sym)
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for i in range(self.world_width):
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if i == 0 or i == self.world_width - 1: width.append(self.mountain_sym)
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else: width.append(self.field_sym)
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for i in range(self.world_height):
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if i == 0 or i == self.world_height - 1: self.game_map.append(mon)
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else: self.game_map.append(_copy.deepcopy(width))
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_logs.log_debug(f'init_map_matrix: {self.game_map}')
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def populate_map(self):
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for player in self.players:
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p_coord_x, p_coord_y= player.get_player_coordinates()
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if player.player_gender_is_male(): self.game_map[p_coord_y][p_coord_x]= self.player_male_sym
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elif player.player_gender_is_female(): self.game_map[p_coord_y][p_coord_x]= self.player_female_sym
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else: self.game_map[p_coord_y][p_coord_x]= self.player_nonbinary_sym
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for item in self.items:
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i_coord_x, i_coord_y= item.get_item_coordinates()
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self.game_map[i_coord_y][i_coord_x]= self.item_sym
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def _set_coordinates(self, target):
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x= _random.randint(1, self.world_width -2) # -2 because 1 cell is occupied by the mountain
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y= _random.randint(1, self.world_height -2)
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while self.get_map_matrix()[y][x] != self.field_sym:
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print('init_players_coordinates: collision, regenerate coordinates')
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x= _random.randint(1, self.world_width -2)
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y= _random.randint(1, self.world_height -2)
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target.set_player_coordinates(x, y)
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def init_players_coordinates(self):
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# XXX init random player.coord_x and player.coord_y (of course not already used coords)
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# parse all self.players and define random coordinates (player.coord_x, and player.coord_y)
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for player in self.players:
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self._set_coordinates(target)
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def init_items_coordinates(self):
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# XXX init random item.coord_x and item.coord_y (of course not already used coords)
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# parse all self.items and define random coordinates (item.coord_x, and item.coord_y)
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for item in self.items:
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self._set_coordinates(item)
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def add_player_to_map(self, player):
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self.players.append(player)
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self._set_coordinates(player)
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def add_item_to_map(self, item):
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self.items.append(item)
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self._set_coordinates(item)
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def get_map_matrix(self):
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return self.game_map
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def get_renderized_map(self):
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res= ''
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self.populate_map()
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game_map= self.get_map_matrix()
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for y in game_map:
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for x in y:
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res+= x
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res+= '\n'
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return res
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