+
+ def calc_dist(self, pos1, pos2):
+ return abs(pos1[0] - pos2[0]) + abs(pos1[1] - pos2[1])
+
+ def is_gate(self, pos):
+ if not self._in_limits(pos):
+ return False
+ return self._data[pos[1]][pos[0]] == GATE
+
+ def is_button(self, pos):
+ if not self._in_limits(pos):
+ return False
+ return self._data[pos[1]][pos[0]] == BUTTON
+
+ def is_wall(self, pos):
+ if not self._in_limits(pos):
+ return True
+ return self._data[pos[1]][pos[0]] == WALL
+
+ def trigger_button(self, pos):
+ if not self.is_button(pos):
+ return False
+ if not self._buttons[pos] == 'active':
+ return False
+ # Find the closest gate down gate and trigger it
+ mindist = 99999
+ gate_pos = None
+ for cand in self._gates:
+ dist = self.calc_dist(pos, cand)
+ if dist < mindist:
+ gate_pos = cand
+ mindist = dist
+ if gate_pos:
+ self._buttons[pos] = 'pressed'
+ self._gates[gate_pos] = 3 # Raise gate
+ self._fix_tile(pos)
+ self._fix_tile(gate_pos)
+
+ def damage_gate(self, pos):
+ if not self.is_gate(pos):
+ return
+ if self._gates[pos] == -1 or self._gates[pos] == 0:
+ return
+ self._gates[pos] = self._gates[pos] - 1
+ self._fix_tile(pos)
+
+ def get_changed_tiles(self):
+ ret = self._changed[:]
+ self._changed = []
+ return ret
+
+
+class LevelList(object):
+
+ LEVELS = 'level_list'
+
+ def __init__(self):
+ self._levels = []
+ self._level_names = []
+ self._errors = []
+ level_list = load(self.LEVELS)
+ for line in level_list:
+ line = line.strip()
+ if os.path.exists(filepath(line)):
+ level_file = load(line)
+ level = Level(level_file, line)
+ level_file.close()
+ try:
+ level.validate()
+ self._levels.append(level)
+ self._level_names.append(line)
+ except RuntimeError as err:
+ self._errors.append(
+ 'Invalid level %s in level_list: %s' % (line, err))
+ else:
+ self._errors.append(
+ 'Level list includes non-existant level %s' % line)
+ level_list.close()
+ self._cur_level = 0
+
+ def get_current_level(self):
+ if self._cur_level < len(self._levels):
+ return self._levels[self._cur_level]
+ else:
+ return None
+
+ def get_errors(self):
+ return self._errors
+
+ def get_level_names(self):
+ return self._level_names
+
+ def set_level_to(self, level_name):
+ if level_name in self._level_names:
+ self._cur_level = self._level_names.index(level_name)
+
+ def advance_to_next_level(self):
+ self._cur_level += 1
+ return self.get_current_level()
+
+ def reset(self):
+ self._cur_level = 0