+ # Draw background
+ x, y = abs(self.board_pos[0] - 2), abs(self.board_pos[1] - 2)
+
+ if (x + y) % 2 == 0:
+ bg = resources.get_image('board/tile_2.png',
+ transforms=(EIGHT_BIT,))
+ else:
+ bg = resources.get_image('board/tile_1.png',
+ transforms=(EIGHT_BIT,))
+ overlays = []
+
+ legal_move = (self.board_pos in self.state.player.legal_moves())
+
+ if self.state.gameboard.player_mode == EXAMINE and legal_move:
+ overlays.append(resources.get_image('board/tile_available.png',
+ transforms=(EIGHT_BIT,)))
+ if self.highlighted:
+ overlays.append(resources.get_image('board/tile_selected.png',
+ transforms=(EIGHT_BIT,)))
+
+ self.surface = pygame.surface.Surface(TILE_SIZE)
+ self.surface.blit(bg, (0, 0))
+ for overlay in overlays:
+ self.surface.blit(overlay, (0, 0))
+ # Look up the required bits on the board location
+ card = self.state.board_locations[self.board_pos]
+ player_pos = self.state.player.position
+ bits = []
+ for action in card.actions:
+ if action.required_bits:
+ bits.append(action.required_bits)
+ # Sort so we have longer lists of bits later
+ self.size = self.surface.get_rect().size
+ if bits:
+ bits.sort(key=lambda x: len(x))
+ y_offset = TILE_SIZE[1] - LOCK_HEIGHT * len(bits)
+ for pattern in bits:
+ if self.board_pos != player_pos:
+ img_name = BIT_MAP[pattern]
+ x_offset = 0
+ else:
+ img_name = BIT_MAP[pattern].replace('.png', '_small.png')
+ x_offset = 4
+ if y_offset >= TILE_SIZE[1] // 2:
+ # FIXME: Hack'ish
+ # Bump the lock down by some hand-tuned factor
+ # to not overlap with the robot
+ y_offset += LOCK_HEIGHT // 2 - 4
+ img = resources.get_image(img_name,
+ transforms=(EIGHT_BIT,))
+ self.surface.blit(img, (x_offset, y_offset))
+ y_offset += LOCK_HEIGHT
+
+ def set_highlight(self, pos):
+ self.highlighted = False
+ if (self.state.gameboard.player_mode == EXAMINE and
+ self.board_pos == pos):
+ self.highlighted = True