1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
|
from constants import (
DOOR_ORDER, DOOR_INDEX, DOOR_FLAGS, SPEC_FLAGS,
ENEM_INDEX, ITEM_INDEX, ITEM_FLAGS, NORTH, EAST, SOUTH, WEST
)
class Room(object):
def __init__(self, x = -1, y = -1, str=None):
self._x = x
self._y = y
self.doors = {}
self.enemy = []
self.item = []
self.has_doors = False
self.has_enemy = False
self.has_item = False
for index in DOOR_INDEX:
self.doors[index] = ['0', '0']
self.special = '0'
for index in range(0,4):
self.enemy.append( '0' )
for index in range(0,4):
self.item.append( ['0', '0'] )
# Load room from str
if str:
self.add_door( str[0], str[1] )
self.add_door( str[2], str[3] )
self.add_door( str[4], str[5] )
self.add_door( str[6], str[7] )
self.set_room_flag( str[8] )
self.set_enemy( 0, str[9] )
self.set_enemy( 1, str[10] )
self.set_enemy( 2, str[11] )
self.set_enemy( 3, str[12] )
self.set_item( 0, str[13], str[14] )
self.set_item( 1, str[15], str[16] )
self.set_item( 2, str[17], str[18] )
self.set_item( 3, str[19], str[20] )
def add_door(self, door, flag):
if door == "0":
return
elif door in DOOR_INDEX and flag in DOOR_FLAGS:
self.has_doors = True
self.doors[door] = [door, flag]
return True
else:
print "INVALID DOOR AND/OR FLAG"
return False
def remove_door(self, door):
if door in DOOR_INDEX:
self.doors[door] = ['0', '0']
self.has_doors = False
for door in self.doors:
if self.doors[door][1] != "0":
self.has_doors = True
break
return True
else:
print "INVALID DOOR"
return False
def get_door( self, door):
if door in DOOR_INDEX:
if self.doors[door][0] != '0':
return self.doors[door][1]
return '0'
def set_room_flag(self, flag):
if flag in SPEC_FLAGS:
self.special = flag
return True
else:
print "INVALID FLAG"
return False
def get_room_flag( self ):
return self.special
def add_enemy( self, enemy ):
for index in range( 0,4 ):
if self.enemy[index] == "0":
return self.set_enemy(index, enemy)
return False
def set_enemy( self, pos, enemy ):
if pos >= 0 and pos <=3 and enemy in ENEM_INDEX:
self.enemy[pos] = enemy
self.has_enemy = False
for enemy in self.enemy:
if enemy != "0":
self.has_enemy = True
break
return True
else:
print "INVALID ENEMY POS OR ID"
return False
def get_enemy(self, pos):
if pos >=0 and pos <=3:
return self.enemy[pos]
def add_item( self, item, flag ):
for index in range( 0,4 ):
if self.item[index][0] == "0":
return self.set_item(index, item, flag)
return False
def remove_item( self, pos ):
self.set_item( pos, '0', '0' )
def set_item(self, pos, id, flag):
if pos >= 0 and pos <=3 and id in ITEM_INDEX and flag in ITEM_FLAGS:
self.item[ pos ] = [id, flag]
self.has_item = False
for item in self.item:
if item[0] != "0":
self.has_item = True
break
return True
else:
print "INVALID POS OR ID OR FLAG"
return False
def get_item(self, pos):
if pos >=0 and pos <=3:
return self.item[pos]
def room_to_string(self):
str = ""
for index in DOOR_ORDER:
str += self.doors[index][0] + self.doors[index][1]
str += self.special
for enemy in self.enemy:
str += enemy
for item in self.item:
str += item[0] + item[1]
return str
def not_empty_room(self):
return self.has_doors or self.has_enemy or self.has_item
def is_entrance(self):
for index in DOOR_ORDER:
if self.doors[index][0] != '0' and self.doors[index][1] == 'e':
return True
return False
def door_str(self, dir):
cfg = ""
if dir == NORTH:
if self.get_door('N') != '0': cfg+="F"
if self.get_door('W') != '0': cfg+="L"
if self.get_door('E') != '0': cfg+="R"
elif dir == SOUTH:
if self.get_door('S') != '0': cfg+="F"
if self.get_door('E') != '0': cfg+="L"
if self.get_door('W') != '0': cfg+="R"
elif dir == EAST:
if self.get_door('E') != '0': cfg+="F"
if self.get_door('N') != '0': cfg+="L"
if self.get_door('S') != '0': cfg+="R"
elif dir == WEST:
if self.get_door('W') != '0': cfg+="F"
if self.get_door('S') != '0': cfg+="L"
if self.get_door('N') != '0': cfg+="R"
if cfg == "":
return "_"
else:
return cfg
|