# File gridhelper.py # # Author: Gerd Doeben-Henisch # First: July 22, 2019 #Last: July 25, 2019 # # Some functions to support the creation and the management od 2D-viertual worlds with the layout of a gridhelper ############################## # IMPORTS import random as rnd import copy as cp # Print a matrix line by line def printMX(obj): for i in range(len(obj)): # Print matrix line by line print(obj[i],'\n') # '\n' commands a new line # Generate a matrix as a list with every element again a list; all length = n def nmlist(n): mx = [['_' for y in range(n)] for x in range(n)] # Generate 2D matrix from ground printMX(mx) return mx # Number of objects based on percentage of objects def numberObj(p,n): maxObj=n*n numberObj=int(p*(maxObj/100)) # Restricting to integers as result print('Number of objects :\n',numberObj) return numberObj # Insert n-many objects ['O'] at selected position in the matrix # Generate randomly n-many coordinates # Attach at these positions by insertion the objects def placeObj(no,n,mx,obj): for i in range(no): x=rnd.randrange(n) y=rnd.randrange(n) mx[x][y]=obj print('Position : \n',x,y) print('New Matrix :\n') printMX(mx) return mx # Generate and show list of actual objects of type c out of the matrix mx # Attach a copy of the general values to each object # Generate individual IDs for each object def makeobjL(c,objL,mx,n): ol=[] ol=[[y,x,f] for y in range(n) for x in range(n) for f in mx[y][x] if f==c] # Get the objects from mx [ol[i].append(cp.copy(objL[c])) for i in range(len(ol))] # Connect with the default values values from objL for i in range(len(ol)): # Generate an automatic ID for every object ol[i]=i return ol # UPDATING all FOOD objects # Take the list of all food objects olF # Check whether the energy level (index 1) is below Maximum. # If YES add some amount (Index 2). # If not do nothing def foodUpdate(olF,objL): for i in range(len(olF)): #Cycle through all food objects if olF[i]<objL['F']: #Compare with standard maximum olF[i]+objL['F'] # If lower then increment by standard return olF # UPDATING all ACTOR objects # Take the list of all actor objects olA # REDUCE the energy level according to the standard # CHECK whether the energy level (objL index 1) is below 0. # If YES add REMOVE AVATAR from grid. # objL={'F':[0,1000, 20], 'A':[0,1000,5,100]} def actorUpdate(olA,objL,mx): for i in range(len(olA)): #Cycle through all actor objects olA[i]=olA[i]-objL['A'] #Decrement the energy level by the standard print('olA in Update : \n',olA) # Check whether an element is below 1 with its energy iL=[y for y in range(len(olA)) if olA[y]<1] # Generate a list of all these actors with no energy print('iL before if\n',iL) if iL != []: # If the list is not empty: print('IL inside if: ',iL) #Collect coordinates from actors in Grid yxL=[[olA[y][x]] for y in range(len(olA)) for x in range(2) if olA[y]<1] print('yxL inside if: ',yxL) # Concentrate lists as (y,x) pairs yxc=[[yxL[i], yxL[i+1]] for i in range(0,len(yxL),2)] # Replace selected actors in the Grid by '_' if yxc != []: print('xyc inside :\n',yxc) for i in range(len(yxc)): y=yxc[i] x=yxc[i] mx[y][x]='_' # Delete actor from olA list print('iL before pop : \n',iL) #Because pop() decreases the olA list, one has to start indexing from the 'right end' because then the decrement of the list # keeps the other remaining indices valid! for i in range(len(iL)-1,-1,-1): print('pop : ', i) olA.pop(iL[i]) else: print('iL is empty\n') return olA