166 lines
6.3 KiB
Python
166 lines
6.3 KiB
Python
import random as _random
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import copy as _copy
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import io as _io
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from PIL import Image as _Image
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from PIL import ImageDraw as _ImageDraw
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from utils import logs as _logs
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from bot_libs import syms as _bot_syms
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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= 10
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self.game_map= []
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self.field_sym= _bot_syms.MAP_UTF8_FIELD
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self.player_male_sym= _bot_syms.MAP_UTF8_PLAYER_MALE
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self.player_female_sym= _bot_syms.MAP_UTF8_PLAYER_FEMALE
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self.player_nonbinary_sym= _bot_syms.MAP_UTF8_PLAYER_NONBINARY
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self.dead_player_sym= _bot_syms.MAP_UTF8_DEATH_PLAYER
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self.item_sym= _bot_syms.MAP_UTF8_ITEM
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self.mountain_sym = _bot_syms.MAP_UTF8_MOUNTAIN
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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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self.game_map= []
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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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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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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 not player.is_alive(): self.game_map[p_coord_y][p_coord_x]= self.dead_player_sym
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elif 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) # from 1 to width-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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_logs.log_debug('_set_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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for player in self.players:
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self._set_coordinates(player)
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def init_items_coordinates(self):
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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_player_available_directions(self, Player):
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coord_x, coord_y= Player.get_player_coordinates()
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avail_directions= []
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if self.get_map_matrix()[coord_x - 1][coord_y] not in [self.mountain_sym]:
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avail_directions.append((-1, 0, 'left'))
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if self.get_map_matrix()[coord_x + 1][coord_y] not in [self.mountain_sym]:
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avail_directions.append((1, 0, 'right'))
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if self.get_map_matrix()[coord_x][coord_y - 1] not in [self.mountain_sym]:
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avail_directions.append((0, -1, 'up'))
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if self.get_map_matrix()[coord_x][coord_y + 1] not in [self.mountain_sym]:
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avail_directions.append((0, 1, 'bottom'))
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return avail_directions
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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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def get_image_map(self):
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self.populate_map()
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scale_x= 20
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scale_y= 20
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final_x= self.world_width * scale_x
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final_y= self.world_height * scale_y
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image = _Image.new('RGB', (final_x, final_y))
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draw = _ImageDraw.Draw(image)
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outline= '#000000'
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for y in range(self.world_height):
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for x in range(self.world_width):
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pixel= self.game_map[y][x]
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if pixel == self.field_sym:
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pixel_color= _bot_syms.MAP_IMAGE_FIELD
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elif pixel == self.mountain_sym:
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pixel_color= _bot_syms.MAP_IMAGE_MOUNTAIN
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elif pixel == self.item_sym:
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pixel_color= _bot_syms.MAP_IMAGE_ITEM
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elif pixel == self.player_male_sym:
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pixel_color= _bot_syms.MAP_IMAGE_PLAYER_MALE
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elif pixel == self.player_female_sym:
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pixel_color= _bot_syms.MAP_IMAGE_PLAYER_FEMALE
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elif pixel == self.player_nonbinary_sym:
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pixel_color= _bot_syms.MAP_IMAGE_PLAYER_NONBINARY
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elif pixel == self.dead_player_sym:
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pixel_color= _bot_syms.MAP_IMAGE_DEATH_PLAYER
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scaled_x_coord= x * scale_x
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scaled_y_coord= y * scale_y
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# if x == 1 distance from top-right is 20 (because everything is 20x bigger)
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# then we want to draw a rectanghe 20x20 (instead of 1x1)
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# this mean that if x == 1 (20px from top-right), x+1 == 2 (40px from top-right)
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# the same for y
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# this means that i keep the same factor proportions but 20x bigger
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scaled_x_width= (x + 1) * scale_x
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scaled_y_height= (y + 1) * scale_y
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draw.rectangle([scaled_x_coord, scaled_y_coord, scaled_x_width, scaled_y_height],
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fill= pixel_color, outline= outline
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)
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# debug
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#image.save('/tmp/battle_royale_map.png')
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#image.show()
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bio = _io.BytesIO()
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image.save(bio, 'PNG')
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bio.seek(0)
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return bio
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