Extract terrain definitions to standalone module.
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@ -1,38 +1,77 @@
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import enum
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import random
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Terrains = {
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'plain': {
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'color': '#71CD00'
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},
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'hill': {
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'color': '#505355'
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},
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'water': {
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'color': '#5D88F8'
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},
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'sand': {
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'color': '#F9CF29'
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},
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'forest': {
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'color': '#10A71E'
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},
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'city': {
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'color': '#A1A5AA'
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}
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}
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@enum.unique
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class SubstrateTypes(enum.Enum):
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grass = 0
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sand = 1
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rock = 2
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water = 3
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ice = 4
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space = 5
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def choose_random_terrain():
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@enum.unique
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class Features(enum.Enum):
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# TODO: Maybe separate out into individual types of features and their densities.
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empty = 0
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brush = 1
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forest = 2
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jungle = 3
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road = 4
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ruins = 5
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town = 6
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city = 7
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class Terrain(object):
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def __init__(self, substrate=SubstrateTypes.grass, features=Features.empty, elevation=0):
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self.substrate = substrate
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self.elevation = elevation
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self.features = features
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@staticmethod
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def choose_random_terrain():
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random_terrain_seed = random.randint(0, 100)
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terrain = 'plain'
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# TODO: Add in ability to do weighted randomness of terrain based on map, overall terrain type.
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substrate = SubstrateTypes.grass
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# if 0 < random_terrain_seed < 20:
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# substrate = SubstrateTypes.space
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# elif 20 < random_terrain_seed < 25:
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# substrate = SubstrateTypes.rock
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# elif 50 < random_terrain_seed < 60:
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# substrate = SubstrateTypes.water
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# elif 70 < random_terrain_seed < 90:
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# substrate = SubstrateTypes.sand
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# elif 90 < random_terrain_seed < 100:
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# substrate = SubstrateTypes.ice
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if 0 < random_terrain_seed < 20:
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terrain = 'forest'
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substrate = SubstrateTypes.sand
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elif 20 < random_terrain_seed < 25:
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terrain = 'hill'
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substrate = SubstrateTypes.rock
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elif 50 < random_terrain_seed < 60:
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terrain = 'water'
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substrate = SubstrateTypes.water
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elif 70 < random_terrain_seed < 90:
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terrain = 'sand'
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substrate = SubstrateTypes.sand
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# TODO Add in features selection, add in heighted randomness
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features = Features.empty
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if 0 < random_terrain_seed < 20:
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features = Features.forest
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elif 20 < random_terrain_seed < 25:
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features = Features.brush
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elif 50 < random_terrain_seed < 60:
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features = Features.jungle
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elif 70 < random_terrain_seed < 90:
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features = Features.ruins
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elif 90 < random_terrain_seed < 100:
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terrain = 'city'
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return terrain
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features = Features.city
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elevation = random.randint(-5, 5)
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return Terrain(substrate=substrate, features=features, elevation=elevation)
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def description(self):
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return ", ".join([self.substrate.name, self.features.name, "height: {}".format(self.elevation)])
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@ -5,7 +5,44 @@ from kivy.uix.label import Label
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from kivy.vector import Vector
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from doric.map import Coordinates
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from doric.terrain import choose_random_terrain, Terrains
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from doric.terrain import Terrain
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# TODO: Migrate this into a better setup via inheritance or composition of MapTile info.
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Terrains = {
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'grass': {
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'color': '#71CD00'
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},
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'hill': {
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'color': '#505355'
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},
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'water': {
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'color': '#5D88F8'
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},
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'sand': {
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'color': '#F9CF29'
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},
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'forest': {
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'color': '#10A71E'
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},
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'space': {
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'color': '#000000'
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},
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'rock': {
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'color': '#A1A5AA'
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},
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'city': {
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'color': '#A1A5AA'
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},
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'ice': {
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'color': '#EEEEEE'
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}
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}
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def get_terrain_background_color(terrain):
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hex_colour = Terrains[terrain.substrate.name]['color']
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return kivy.utils.get_color_from_hex(hex_colour)
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class MapTile(Label):
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@ -13,12 +50,10 @@ class MapTile(Label):
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super(MapTile, self).__init__(**kwargs)
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self.coords = Coordinates(row, col)
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self.selected = False
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# Pick a random terrain for each hex.
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self.terrain = choose_random_terrain()
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self.terrain_colour = kivy.utils.get_color_from_hex(Terrains[self.terrain]['color'])
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self.terrain = Terrain.choose_random_terrain()
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self.terrain_colour = get_terrain_background_color(self.terrain)
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radius = self.height / 2
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self.bind(pos=self.update_pos, size=self.update_pos)
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with self.canvas.after:
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@ -28,7 +63,7 @@ class MapTile(Label):
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# Create the outline of hexagon, based off the centre of the hex.
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Color(*kivy.utils.get_color_from_hex('#000000'))
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self.ell = Line(circle=(self.center_x, self.center_y, radius, 0, 360, 6), width=2)
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self.ell = Line(circle=(self.center_x, self.center_y, self.hex_radius, 0, 360, 6), width=2)
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Color(0, 0, 0, 1)
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self.coord_label = Label(
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@ -36,18 +71,20 @@ class MapTile(Label):
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center_x=self.center_x,
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center_y=self.center_y)
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@property
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def hex_radius(self):
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return self.height / 2
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def map_display_text(self):
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return "{}\n{} \n {}".format(
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self.coords.even_r_coordinate_text(), self.coords.cube_coordinate_text(), self.terrain)
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self.coords.even_r_coordinate_text(), self.coords.cube_coordinate_text(), self.terrain.description())
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def update_pos(self, instance, value):
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self.canvas.clear()
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radius = self.height / 2
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# Resize the outline of the cell.
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self.ell.circle = (self.center_x, self.center_y, radius, 0, 360, 6)
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self.ell.circle = (self.center_x, self.center_y, self.hex_radius, 0, 360, 6)
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# Resize the actual cell.
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self.solid.pos = (self.x, self.y)
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@ -60,17 +97,13 @@ class MapTile(Label):
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if super(MapTile, self).on_touch_down(touch):
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return False
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coord_x, coord_y = self.coords.even_r_coords
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with self.canvas.after:
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Color(*kivy.utils.get_color_from_hex('#000000'))
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radius = self.height / 2
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self.ell = Line(circle=(self.center_x, self.center_y, radius, 0, 360, 6), width=2)
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self.ell = Line(circle=(self.center_x, self.center_y, self.hex_radius, 0, 360, 6), width=2)
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if not self.collide_with_bounding_circle(touch.x, touch.y):
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return False
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Logger.debug('Selected: ({}, {})'.format(coord_x, coord_y))
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with self.canvas.after:
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if 'button' in touch.profile and touch.button == 'left':
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Color(*kivy.utils.get_color_from_hex('#00FF00'))
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@ -78,8 +111,7 @@ class MapTile(Label):
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if 'button' in touch.profile and touch.button == 'right':
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# TODO Will refactor to have separate on_touch_up for selected target hex instead.
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Color(*kivy.utils.get_color_from_hex('#FF0000'))
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radius = self.height / 2
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self.ell = Line(circle=(self.center_x, self.center_y, radius, 0, 360, 6), width=2)
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self.ell = Line(circle=(self.center_x, self.center_y, self.hex_radius, 0, 360, 6), width=2)
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self.parent.parent.game.update_selected_cell(self)
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return True
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@ -87,13 +119,12 @@ class MapTile(Label):
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def collide_with_bounding_circle(self, coord_x, coord_y):
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# Register if within bounds of circle that the hex is inscribed in.
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Logger.debug('Detected: ({}, {})'.format(coord_x, coord_y))
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radius = self.height / 2
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dist = Vector(self.x, self.y).distance((coord_x, coord_y))
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Logger.debug('({}, {}) -> ({}, {})'.format(self.x, self.y, coord_x, coord_y))
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Logger.debug('Dist: {} Diff: {}'.format(dist, dist - radius))
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return dist - radius <= 0
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Logger.debug('Dist: {} Diff: {}'.format(dist, dist - self.hex_radius))
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return dist - self.hex_radius <= 0
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class SpacerTile(Label):
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def __init__(self):
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super(SpacerTile, self).__init__(size_hint=(0.5, 1), text=':)')
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super(SpacerTile, self).__init__(size_hint=(0.5, 1))
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