Mercurial > traipse_dev
view orpg/mapper/grid.py @ 216:a00b40ee92fc beta
Traipse Beta 'OpenRPG' {100430-00}
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 (Patch-2)
New Features:
New Namespace method with two new syntaxes
New Namespace Internal is context sensitive, always!
New Namespace External is 'as narrow as you make it'
New Namespace FutureCheck helps ensure you don't receive an incorrect node
New PluginDB access for URL2Link plugin
New to Forms, they now show their content in Design Mode
New to Update Manager, checks Repo for updates on software start
New to Mini Lin node, change title in design mode
Fixes:
Fix to Server GUI startup errors
Fix to Server GUI Rooms tab updating
Fix to Chat and Settings if non existant die roller is picked
Fix to Dieroller and .open() used with .vs(). Successes are correctly calculated
Fix to Alias Lib's Export to Tree, Open, Save features
Fix to alias node, now works properly
Fix to Splitter node, minor GUI cleanup
Fix to Backgrounds not loading through remote loader
Fix to Node name errors
Fix to rolling dice in chat Whispers
Fix to Splitters Sizing issues
Fix to URL2Link plugin, modified regex compilation should remove memory leak
Fix to mapy.py, a roll back due to zoomed grid issues
Fix to whiteboard_handler, Circles work by you clicking the center of the circle
Fix to Servers parse_incoming_dom which was outdated and did not respect XML
Fix to a broken link in the server welcome message
Fix to InterParse and logger requiring traceback
Fix to Update Manager Status Bar
Fix to failed image and erroneous pop up
Fix to Mini Lib node that was preventing use
Fix to plugins that parce dice but did not call InterParse
Fix to nodes for name changing by double click
Fix to Game Tree, node ordering on drag and drop corrected
author | sirebral |
---|---|
date | Fri, 30 Apr 2010 05:40:52 -0500 |
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")))