+ # Draw background
+ x, y = abs(self.board_pos[0] - 2), abs(self.board_pos[1] - 2)
+
+ if (x + y) % 2 == 0:
+ bg_name = 'board/tile_2.png'
+ else:
+ bg_name = 'board/tile_1.png'
+ bg = resources.get_image(bg_name, 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]
+ y_offset = TILE_SIZE[1] - LOCK_HEIGHT * len(card.actions)
+ for action in card.actions:
+ y_offset = self._prepare_action(action, y_offset)
+
+ def _prepare_lock(self, action, y_offset):
+ if not action.required_bits:
+ return 4
+
+ img_name = BIT_MAP[action.required_bits]
+
+ if self.board_pos != self.state.player.position:
+ x_offset = 0
+ else:
+ img_name = img_name.replace('.png', '_small.png')
+ x_offset = 2
+ if y_offset == LOCK_HEIGHT:
+ y_offset = 0 # middle -> top
+ elif y_offset == 2 * LOCK_HEIGHT:
+ # bottom -> further down
+ y_offset += LOCK_HEIGHT - SMALL_LOCK_HEIGHT - 2
+
+ img = resources.get_image(img_name, transforms=(EIGHT_BIT,))
+ self.surface.blit(img, (x_offset, y_offset))
+ return x_offset + img.get_width() + 2
+
+ def _prepare_action(self, action, y_offset):
+ x_offset = self._prepare_lock(action, y_offset)
+ if self.board_pos != self.state.player.position:
+ for glyph in action.GLYPHS:
+ img = resources.get_image(glyph, transforms=(EIGHT_BIT,))
+ self.surface.blit(img, (x_offset, y_offset + 4))
+ x_offset += img.get_width()
+ if action.MSB_GLYPH is not None:
+ img = resources.get_image(
+ action.MSB_GLYPH,
+ transforms=(EIGHT_BIT, blender(PALETTE.LIGHT_VIOLET)))
+ self.surface.blit(img, (x_offset, y_offset + 4))
+ x_offset += img.get_width()
+ return 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