for j, line in enumerate(self._data):
tile_line = []
for i, c in enumerate(line):
- if c == FLOOR:
- tile_line.append(load_image('tiles/floor.png'))
- elif c == WALL:
- tile_line.append(self._get_wall_tile(i, j))
- elif c == ENTRY:
- if self.enter_pos:
- raise RuntimeError('Multiple entry points')
- self.enter_pos = (i, j)
- tile_line.append(load_image('tiles/entry.png'))
- elif c == EXIT:
- self.exit_pos.append((i, j))
- tile_line.append(load_image('tiles/door.png'))
- elif c == GATE:
- tile_line.append('tiles/gate_down.png')
- self._gates[(i, j)] = -1 # down
- elif c == BUTTON:
- tile_line.append('tiles/button.png')
- self._buttons[(i, j)] = 'active'
+ tile_image = self._get_tile_image((i, j), c)
+ tile_line.append(tile_image)
self._tiles.append(tile_line)
+ def _get_tile_image(self, pos, c):
+ image = None
+ if c == FLOOR:
+ image = load_image('tiles/floor.png')
+ elif c == WALL:
+ image = self._get_wall_tile(pos)
+ elif c == ENTRY:
+ self.enter_pos = pos
+ image = load_image('tiles/entry.png')
+ elif c == EXIT:
+ self.exit_pos.append(pos)
+ image = load_image('tiles/door.png')
+ elif c == GATE:
+ if pos not in self._gates:
+ self._gates[pos] = -1 # down
+ image = load_image('tiles/gate_down.png')
+ else:
+ state = self._gates[pos]
+ if state == -1:
+ image = load_image('tiles/gate_down.png')
+ elif state == 0:
+ # destroyed
+ image = load_image('tiles/floor.png')
+ elif state == 1:
+ # badly damaged
+ image = load_image('tiles/gate_dented.png')
+ elif state == 2:
+ # lightly damaged
+ image = load_image('tiles/gate_bent.png')
+ else:
+ # gate up
+ image = load_image('tiles/gate_up.png')
+ elif c == BUTTON:
+ if not pos in self._buttons:
+ image = load_image('tiles/button.png')
+ self._buttons[pos] = 'active'
+ elif self._buttons[pos] == 'active':
+ image = load_image('tiles/button.png')
+ else:
+ image = load_image('tiles/floor.png')
+ if image is None:
+ raise RuntimeError('Unknown tile type %s at %s' % (c, pos))
+ return image
+
+ def validate(self):
+ entry_points = 0
+ exit_points = 0
+ gates = 0
+ buttons = 0
+ for line in self._data:
+ if ENTRY in line:
+ entry_points += line.count(ENTRY)
+ if EXIT in line:
+ exit_points += line.count(EXIT)
+ if BUTTON in line:
+ buttons += line.count(BUTTON)
+ if GATE in line:
+ gates += line.count(GATE)
+ if entry_points == 0:
+ raise RuntimeError('No entry point')
+ if entry_points > 1:
+ raise RuntimeError('Multiple entry points')
+ if exit_points == 0:
+ raise RuntimeError('No exit')
+ if gates != buttons:
+ raise RuntimeError('The number of buttons and gates differ')
+
def get_tiles(self):
return self._tiles
def get_single_tile(self, pos):
return self._tiles[pos[1]][pos[0]]
+ def get_tile_type(self, pos):
+ return self._data[pos[1]][pos[0]]
+
+ def set_tile_type(self, pos, new_type):
+ # Setting the type resets any state anyway, so
+ if pos in self._gates:
+ del self._gates[pos]
+ if pos in self._buttons:
+ del self._buttons[pos]
+ self._data[pos[1]][pos[0]] = new_type
+ new_tile = self._get_tile_image(pos, new_type)
+ self._tiles[pos[1]][pos[0]] = new_tile
+ self._changed.append((pos, new_tile))
+ # Also update neighbourhood for wall types, etc.
+ for new_pos in [(pos[0] - 1, pos[1]), (pos[0] + 1, pos[1]),
+ (pos[0] - 1, pos[1] - 1), (pos[0] + 1, pos[1] + 1),
+ (pos[0], pos[1] - 1), (pos[0], pos[1] + 1),
+ (pos[0] - 1, pos[1] + 1), (pos[0] + 1, pos[1] - 1)]:
+ if not self._in_limits(new_pos):
+ continue
+ # Update display to changed status
+ self._fix_tile(new_pos)
+
+ def _fix_tile(self, pos):
+ tile = self._data[pos[1]][pos[0]]
+ new_tile = self._get_tile_image(pos, tile)
+ self._tiles[pos[1]][pos[0]] = new_tile
+ self._changed.append((pos, new_tile))
+
def get_size(self):
return len(self._tiles[0]), len(self._tiles)
def at_exit(self, pos):
return pos in self.exit_pos
- def _get_wall_tile(self, x, y):
+ def get_level_data(self):
+ return '\n'.join(reversed([''.join(x) for x in self._data]))
+
+ def _get_wall_tile(self, pos):
# Is the neighbour in this direction also a wall?
+ x, y = pos
left = right = top = bottom = False
if x == 0:
left = True
return load_image('tiles/end_left.png')
return load_image('tiles/pillar.png')
+ def _in_limits(self, pos):
+ if pos[0] < 0:
+ return False
+ if pos[1] < 0:
+ return False
+ try:
+ self._data[pos[1]][pos[0]]
+ except IndexError:
+ return False
+ return True
+
def blocked(self, pos):
if pos[0] < 0:
return True
if tile == WALL or tile == ENTRY:
return True
if tile == GATE:
- if self._gates[pos] != 'down':
+ if self._gates[pos] > 0:
return True
return False
+ 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
- gate_pos = pos
-
- self._changed.append((pos, self.get_single_tile(pos)))
- self._changed.append((gate_pos, self.get_single_tile(pos)))
+ 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 False
+ return
if self._gates[pos] == -1 or self._gates[pos] == 0:
- return False
+ return
self._gates[pos] = self._gates[pos] - 1
- self._fix_gate_tile(pos)
- self._changed.append((pos, self.get_single_tile(pos)))
- return True
+ self._fix_tile(pos)
def get_changed_tiles(self):
ret = self._changed[:]
def __init__(self):
self.levels = []
+ 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)
- self.levels.append(Level(level_file))
+ level = Level(level_file)
level_file.close()
+ try:
+ level.validate()
+ self.levels.append(level)
+ except RuntimeError as err:
+ self.errors.append(
+ 'Invalid level %s in level_list: %s' % (line, err))
else:
- print 'Level list includes non-existant level %s' % line
+ self.errors.append(
+ 'Level list includes non-existant level %s' % line)
level_list.close()
self._cur_level = 0
else:
return None
+ def get_errors(self):
+ return self.errors
+
def advance_to_next_level(self):
self._cur_level += 1
return self.get_current_level()