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cultivation-world-simulator/src/classes/tile.py
2025-08-20 01:18:04 +08:00

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from enum import Enum
from dataclasses import dataclass
class TileType(Enum):
PLAIN = "plain" # 平原
WATER = "water" # 水域
SEA = "sea" # 海洋
MOUNTAIN = "mountain" # 山脉
FOREST = "forest" # 森林
CITY = "city" # 城市
DESERT = "desert" # 沙漠
RAINFOREST = "rainforest" # 热带雨林
GLACIER = "glacier" # 冰川/冰原
SNOW_MOUNTAIN = "snow_mountain" # 雪山
@dataclass
class Region():
"""
理想中,一些地块应当在一起组成一个区域。
比如,某山;某湖、江、海;某森林;某平原;某城市;
一些分布比如物产按照Region来分布。
再比如灵气应当也是按照region分布的。
默认一个region内部的属性是共通的。
同时NPC应当对Region有观测和认知。
"""
name: str
description: str
qi: int # 灵气从0~255
# 物产
# 灵气
# 其他
@dataclass
class Tile():
# 实际的地块
type: TileType
x: int
y: int
# region: Region
class Map():
"""
通过dict记录position 到 tile。
TODO: 记录region到position的映射。
TODO: 有特色的地貌,比如西部大漠,东部平原,最东海洋和岛国。南边热带雨林,北边雪山和冰原。
"""
def __init__(self, width: int, height: int):
self.tiles = {}
self.width = width
self.height = height
def is_in_bounds(self, x: int, y: int) -> bool:
"""
判断坐标是否在地图边界内。
"""
return 0 <= x < self.width and 0 <= y < self.height
def create_tile(self, x: int, y: int, tile_type: TileType):
self.tiles[(x, y)] = Tile(tile_type, x, y)
def get_tile(self, x: int, y: int) -> Tile:
return self.tiles[(x, y)]