Mercurial > traipse_dev
view orpg/mapper/grid.py @ 188:043ce9a25b20 beta
Traipse Beta 'OpenRPG' {100123-02}
Traipse is a distribution of OpenRPG that is designed to be easy to
setup and go. Traipse also makes it easy for developers to work on code
without fear of sacrifice. 'Ornery-Orc' continues the trend of 'Grumpy'
and adds fixes to the code. 'Ornery-Orc's main goal is to offer more
advanced features and enhance the productivity of the user.
Update Summary (Beta)
New Features:
Added Bookmarks
Added 'boot' command to remote admin
Added confirmation window for sent nodes
Minor changes to allow for portability to an OpenSUSE linux OS
Miniatures Layer pop up box allows users to turn off Mini labels, from
FlexiRPG
Zoom Mouse plugin added
Images added to Plugin UI
Switching to Element Tree
Map efficiency, from FlexiRPG
Added Status Bar to Update Manager
New TrueDebug Class in orpg_log (See documentation for usage)
Portable Mercurial
Tip of the Day added, from Core and community
New Reference Syntax added for custom PC sheets
New Child Reference for gametree
New Parent Reference for gametree
New Gametree Recursion method, mapping, context sensitivity, and
effeciency..
New Features node with bonus nodes and Node Referencing help added
Dieroller structure from Core
New DieRoller portability for odd Dice
Added 7th Sea die roller; ie [7k3] = [7d10.takeHighest(3).open(10)]
New 'Mythos' System die roller added
Added new vs. die roller method for WoD; ie [3v3] = [3d10.vs(3)].
Included for Mythos roller also
New Warhammer FRPG Die Roller (Special thanks to Puu-san for the
support)
New EZ_Tree Reference system. Push a button, Traipse the tree, get a
reference (Beta!)
Fixes:
Fix to Text based Server
Fix to Remote Admin Commands
Fix to Pretty Print, from Core
Fix to Splitter Nodes not being created
Fix to massive amounts of images loading, from Core
Fix to Map from gametree not showing to all clients
Fix to gametree about menus
Fix to Password Manager check on startup
Fix to PC Sheets from tool nodes. They now use the tabber_panel
Fix to Whiteboard ID to prevent random line or text deleting.
Fixes to Server, Remote Server, and Server GUI
Fix to Update Manager; cleaner clode for saved repositories
Fixes made to Settings Panel and now reactive settings when Ok is
pressed
Fixes to Alternity roller's attack roll. Uses a simple Tuple instead of
a Splice
Fix to Use panel of Forms and Tabbers. Now longer enters design mode
Fix made Image Fetching. New fetching image and new failed image
Modified ID's to prevent non updated clients from ruining the fix.
default_manifest.xml renamed to default_upmana.xml
author | sirebral |
---|---|
date | Sat, 23 Jan 2010 03:47:58 -0600 |
parents | dcae32e219f1 |
children | 9230a33defd9 |
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# Copyright (C) 2000-2001 The OpenRPG Project # # openrpg-dev@lists.sourceforge.net # # This program is free software; you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation; either version 2 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software # Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. # -- # # File: mapper/gird.py # Author: OpenRPG Team # Maintainer: # Version: # $Id: grid.py,v Traipse 'Ornery-Orc' prof.ebral Exp $ # # Description: # __version__ = "$Id: grid.py,v Traipse 'Ornery-Orc' prof.ebral Exp $" from base import * from isometric import * from miniatures import SNAPTO_ALIGN_CENTER from miniatures import SNAPTO_ALIGN_TL from math import floor # Grid mode constants GRID_RECTANGLE = 0 GRID_HEXAGON = 1 GRID_ISOMETRIC = 2 LINE_NONE = 0 LINE_DOTTED = 1 LINE_SOLID = 2 RATIO_DEFAULT = 2.0 ##----------------------------- ## grid layer ##----------------------------- class grid_layer(layer_base): def __init__(self, canvas): layer_base.__init__(self) self.canvas = canvas self.iso_ratio = RATIO_DEFAULT #2:1 isometric ratio self.mapscale = 1.0 self.unit_size = 100 self.unit_size_y = 100 #unit_widest and unit_offset are for the Hex Grid only. #These are mathematics to figure out the exact center of the hex self.unit_widest = 100 self.unit_offset = 100 #size_ratio is the size ajustment for Hex and ISO to make them more accurate self.size_ratio = 1.5 self.snap = True self.color = wx.BLACK# = color.Get() #self.color = cmpColour(r,g,b) self.r_h = RGBHex() self.mode = GRID_RECTANGLE self.line = LINE_NONE # Keep logic for different modes in different functions self.grid_hit_test = self.grid_hit_test_rect self.get_top_corner = self.get_top_corner_rect self.layerDraw = self.draw_rect self.isUpdated = True def get_unit_size(self): return self.unit_size def get_iso_ratio(self): return self.iso_ratio def get_mode(self): return self.mode def get_color(self): return self.color def get_line_type(self): return self.line def is_snap(self): return self.snap def get_snapped_to_pos(self, pos, snap_to_align, mini_width, mini_height): grid_pos = self.grid_hit_test(pos) if grid_pos is not None: topLeft = self.get_top_corner(grid_pos)# get the top corner for this grid cell if snap_to_align == SNAPTO_ALIGN_CENTER: if self.mode == GRID_HEXAGON: x = topLeft.x + (((self.unit_size/1.75) - mini_width) /2) y = topLeft.y + ((self.unit_size - mini_height) /2) elif self.mode == GRID_ISOMETRIC: x = (topLeft.x)-(mini_width/2) y = (topLeft.y)-(mini_height) else: # GRID_RECTANGLE x = topLeft.x + ((self.unit_size - mini_width) / 2) y = topLeft.y + ((self.unit_size_y - mini_height) /2) else: x = topLeft.x y = topLeft.y return cmpPoint(int(x),int(y)) # Set the pos attribute else: return cmpPoint(int(pos.x),int(pos.y)) def set_rect_mode(self): "switch grid to rectangular mode" self.mode = GRID_RECTANGLE self.grid_hit_test = self.grid_hit_test_rect self.get_top_corner = self.get_top_corner_rect self.layerDraw = self.draw_rect self.unit_size_y = self.unit_size def set_hex_mode(self): "switch grid to hexagonal mode" self.mode = GRID_HEXAGON self.grid_hit_test = self.grid_hit_test_hex self.get_top_corner = self.get_top_corner_hex self.layerDraw = self.draw_hex self.unit_size_y = self.unit_size self.unit_offset = sqrt(pow((self.unit_size/self.size_ratio ),2)-pow((self.unit_size/2),2)) self.unit_widest = (self.unit_offset*2)+(self.unit_size/self.size_ratio ) def set_iso_mode(self): "switch grid to hexagonal mode" self.mode = GRID_ISOMETRIC self.grid_hit_test = self.grid_hit_test_iso self.get_top_corner = self.get_top_corner_iso self.layerDraw = self.draw_iso self.unit_size_y = self.unit_size def set_line_none(self): "switch to no line mode for grid" self.line = LINE_NONE def set_line_dotted(self): "switch to dotted line mode for grid" self.line = LINE_DOTTED def set_line_solid(self): "switch to solid line mode for grid" self.line = LINE_SOLID def grid_hit_test_rect(self,pos): "return grid pos (w,h) on rect map from pos" if self.unit_size and self.snap: return cmpPoint(int(pos.x/self.unit_size), int(pos.y/self.unit_size)) else: return None def grid_hit_test_hex(self,pos): "return grid pos (w,h) on hex map from pos" if self.unit_size and self.snap: # rectangular repeat patern is as follows (unit_size is the height of a hex) hex_side = int(self.unit_size/1.75) half_height = int(self.unit_size/2) height = int(self.unit_size) #_____ # \ / # \_____/ # / \ #_____/ \ col = int(pos.x/(hex_side*1.5)) row = int(pos.y/height) (px, py) = (pos.x-(col*(hex_side*1.5)), pos.y-(row*height)) # adjust for the odd columns' rows being staggered lower if col % 2 == 1: if py < half_height: row = row - 1 py = py + half_height else: py = py - half_height # adjust for top right corner if (px * height - py * hex_side) > height * hex_side: if col % 2 == 0: row = row - 1 col = col + 1 # adjust for bottom right corner elif (px * height + py * hex_side) > 2 * height * hex_side: if col%2==1: row = row + 1 col = col + 1 return cmpPoint(col, row) else: return None def grid_hit_test_iso(self,pos): "return grid pos (w,h) on isometric map from pos" if self.unit_size and self.snap: height = self.unit_size*self.size_ratio/self.iso_ratio width = self.unit_size*self.size_ratio iso_unit_size = height * width # convert to isometric pos which has an origin of cell (0,0) # x-ord increasing as you go up and right, y-ord increasing as you go down and right # this is the transformation from grid co-ord to iso co-ords iso_x = (pos.x*height) - (pos.y*width) + (iso_unit_size/2) iso_y = (pos.x*height) + (pos.y*width) - (iso_unit_size/2) # # /\ # / \ #/ \ #\ / # \ / # \/ # so the exact isomorphic (0,0) is the left corner of the first (ie. top left) diamond # this is at grid co-ordinate (0, height/2) # the top corner of the first diamond is grid co-ord (width/2, 0) # and therefore (per transformation above) is at iso co-ord (iso_unit_size, 0) # the bottom corner of the first diamond is grid co-ord (width/2, height) # and therefore (per transformation above) is at iso co-ord (0, iso_unit_size) # the calculation is now as simple as the rectangle case, but using iso co-ords return cmpPoint(floor(iso_x/iso_unit_size), floor(iso_y/iso_unit_size)) else: return None def get_top_corner_iso(self, iso_pos): "return upper left of a iso grid pos" # for whatever reason the iso grid returns the center of the diamond for "top left corner" if self.unit_size: half_height = self.unit_size*self.size_ratio/(2*self.iso_ratio) half_width = self.unit_size*self.size_ratio/2 # convert back into grid co-ordinates of center of diamond grid_x = (iso_pos.y*half_width) + (iso_pos.x*half_width) + half_width grid_y = (iso_pos.y*half_height) - (iso_pos.x*half_height) + half_height return cmpPoint(int(grid_x), int(grid_y)) else: return None def get_top_corner_rect(self,grid_pos): "return upper left of a rect grid pos" if self.unit_size: return cmpPoint(grid_pos[0]*self.unit_size,grid_pos[1]*self.unit_size) else: return None def get_top_corner_hex(self,grid_pos): "return upper left of a hex grid pos" if self.unit_size: # We can get our x value directly, y is trickier temp_x = (((self.unit_size/1.75)*1.5)*grid_pos[0]) temp_y = self.unit_size*grid_pos[1] # On odd columns we have to slide down slightly if grid_pos[0] % 2: temp_y += self.unit_size/2 return cmpPoint(temp_x,temp_y) else: return None def set_grid(self, unit_size, snap, color, mode, line, ratio=None): self.unit_size = unit_size if ratio != None: self.iso_ratio = ratio self.snap = snap self.set_color(color) self.SetMode(mode) self.SetLine(line) def SetLine(self,line): if line == LINE_NONE: self.set_line_none() elif line == LINE_DOTTED: self.set_line_dotted() elif line == LINE_SOLID: self.set_line_solid() def SetMode(self, mode): if mode == GRID_RECTANGLE: self.set_rect_mode() elif mode == GRID_HEXAGON: self.set_hex_mode() elif mode == GRID_ISOMETRIC: self.set_iso_mode() def return_grid(self): return self.canvas.size def set_color(self,color): (r,g,b) = color.Get() self.color = cmpColour(r,g,b) def draw_iso(self,dc,topleft,clientsize): if not self.unit_size: return if self.line == LINE_NONE: return if self.line == LINE_SOLID: dc.SetPen(wx.Pen(self.color,1,wx.SOLID)) else: dc.SetPen(wx.Pen(self.color,1,wx.DOT)) sz = self.canvas.size # Enable DC optimizations if available on a platform dc.BeginDrawing() # create IsoGrid helper object IG = IsoGrid(self.unit_size*self.size_ratio) IG.Ratio(self.iso_ratio) rows = int(min(clientsize[1]+topleft[1],sz[1])/IG.height) cols = int(min(clientsize[0]+topleft[0],sz[0])/IG.width) for y in range(rows+1): for x in range(cols+1): IG.BoundPlace((x*IG.width),(y*IG.height)) x1,y1 = IG.Top() x2,y2 = IG.Left() dc.DrawLine(x1,y1,x2,y2) x1,y1 = IG.Left() x2,y2 = IG.Bottom() dc.DrawLine(x1,y1,x2,y2) x1,y1 = IG.Bottom() x2,y2 = IG.Right() dc.DrawLine(x1,y1,x2,y2) x1,y1 = IG.Right() x2,y2 = IG.Top() dc.DrawLine(x1,y1,x2,y2) # Enable DC optimizations if available on a platform dc.EndDrawing() dc.SetPen(wx.NullPen) # Disable pen/brush optimizations to prevent any odd effects elsewhere def draw_rect(self,dc,topleft,clientsize): if self.unit_size: draw = 1 # Enable pen/brush optimizations if available on a platform if self.line == LINE_NONE: draw = 0 elif self.line == LINE_SOLID: dc.SetPen(wx.Pen(self.color,1,wx.SOLID)) else: dc.SetPen(wx.Pen(self.color,1,wx.DOT)) if draw: sz = self.canvas.size # Enable DC optimizations if available on a platform dc.BeginDrawing() # Now, draw the map grid x = 0 s = self.unit_size x = int(topleft[0]/s)*s mx = min(clientsize[0]+topleft[0],sz[0]) my = min(clientsize[1]+topleft[1],sz[1]) while x < mx: dc.DrawLine(x,topleft[1],x,my) x += self.unit_size y = 0 y = int (topleft[1]/s)*s while y < my: dc.DrawLine(topleft[0],y,mx,y) y += self.unit_size # Enable DC optimizations if available on a platform dc.EndDrawing() dc.SetPen(wx.NullPen) # Disable pen/brush optimizations to prevent any odd effects elsewhere def draw_hex(self,dc,topleft,clientsize): if self.unit_size: draw = 1 # Enable pen/brush optimizations if available on a platform if self.line == LINE_NONE: draw = 0 elif self.line == LINE_SOLID: dc.SetPen(wx.Pen(self.color,1,wx.SOLID)) else: dc.SetPen(wx.Pen(self.color,1,wx.DOT)) if draw: sz = self.canvas.size x = 0 A = self.unit_size/1.75 #Side Length B = self.unit_size #The width between any two sides D = self.unit_size/2 #The distance from the top to the middle of the hex C = self.unit_size/3.5 #The distance from the point of the hex to the point where the top line starts # _____ # / \ # / \ # \ / # \_____/ startx=int(topleft[0]/(3*A))*(3*A) starty=int(topleft[1]/B)*B y = starty mx = min(clientsize[0]+topleft[0],sz[0]) my = min(clientsize[1]+topleft[1],sz[1]) while y < my: x = startx lineArray = [] while x < mx: #The top / Bottom of the Hex lineArray.append((x, y)) lineArray.append((x+A, y)) #The Right Top Side of the Hex lineArray.append((x+A, y)) lineArray.append((x+A+C, y+D)) #The Right Bottom Side of the Hex lineArray.append((x+A+C, y+D)) lineArray.append((x+A, y+B)) #The Top / of the Middle Hex lineArray.append((x+A+C, y+D)) lineArray.append((x+A+C+A, y+D)) #The Left Bottom Side of the Hex lineArray.append((x+A+C+A, y+D)) lineArray.append((x+A+C+A+C, y+B)) #The left Top Side of the Hex lineArray.append((x+A+C+A, y+D)) lineArray.append((x+A+C+A+C, y)) x += A*3 y += B dc.DrawLines(lineArray) dc.SetPen(wx.NullPen) # Disable pen/brush optimizations to prevent any odd effects elsewhere def layerToXML(self,action = "update"): xml_str = "<grid" if self.color != None: (red,green,blue) = self.color.Get() hexcolor = self.r_h.hexstring(red, green, blue) xml_str += " color='" + hexcolor + "'" if self.unit_size != None: xml_str += " size='" + str(self.unit_size) + "'" if self.iso_ratio != None: xml_str += " ratio='" + str(self.iso_ratio) + "'" if self.snap != None: if self.snap: xml_str += " snap='1'" else: xml_str += " snap='0'" if self.mode != None: xml_str+= " mode='" + str(self.mode) + "'" if self.line != None: xml_str+= " line='" + str(self.line) + "'" xml_str += "/>" if (action == "update" and self.isUpdated) or action == "new": self.isUpdated = False return xml_str else: return '' def layerTakeDOM(self, xml_dom): if xml_dom.hasAttribute("color"): r,g,b = self.r_h.rgb_tuple(xml_dom.getAttribute("color")) self.set_color(cmpColour(r,g,b)) #backwards compatible with non-isometric map formated clients ratio = RATIO_DEFAULT if xml_dom.hasAttribute("ratio"): ratio = xml_dom.getAttribute("ratio") if xml_dom.hasAttribute("mode"): self.SetMode(int(xml_dom.getAttribute("mode"))) if xml_dom.hasAttribute("size"): self.unit_size = int(xml_dom.getAttribute("size")) self.unit_size_y = self.unit_size if xml_dom.hasAttribute("snap"): if (xml_dom.getAttribute("snap") == 'True') or (xml_dom.getAttribute("snap") == "1"): self.snap = True else: self.snap = False if xml_dom.hasAttribute("line"): self.SetLine(int(xml_dom.getAttribute("line")))