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map-update.py.1
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map-update.py.1
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import Image
import ImageChops
import random
import sys
import math
import db
#which worldId to work on
worldId = 1
class levelData:
worldId = 0
cellIdX = 0
cellIdY = 0
levelIdZ = 0
#base layer types
dirt = 0.0
water = 0.0
air = 0.0
rock = 0.0
#overlay/biome types
# thinking that we'll represent cities, farms, etc as biomes
grass = 0.0
forest = 0.0
farm = 0.0
city = 0.0
#these may affect the map later but we'll disregard them for now
#transLevel = 0
#devLevel = 0
#currentPlayers = []
#wildlife = []
#buildings = []
#defenses = []
##should keep low numbers for special cases
## we'll make 0 for unowned
#owner = 0 #playerId or governmentId
#keeps track if there is a record in the database for this level
hasDbRow = False
def __init__(self, worldId, cellIdX, cellIdY, levelIdZ):
self.worldId = worldId
self.cellIdX = cellIdX
self.cellIdY = cellIdY
self.levelIdZ = levelIdZ
cursor = db.cursor()
cursor.execute("select dirt, water, air, rock, grass, forest, farm, city \
from levelData \
where worldId = %s and cellIdX = %s \
and cellIdY = %s and levelIdZ = %s",
(worldId, cellIdX, cellIdY, levelIdZ))
row = cursor.fetchone()
if row == None:
#no entry for this level, we will be rendering it as void
print "Undefined cell: (%s, %s, %s, %s)" % (worldId, cellIdX, cellIdY, levelIdZ)
self.hasDbRow = False
return
self.hasDbRow = True
self.dirt = row["dirt"]
self.water = row["water"]
self.air = row["air"]
self.rock = row["rock"]
self.grass = row["grass"]
self.forest = row["forest"]
self.farm = row["farm"]
self.city = row["city"]
cursor.close()
def regenerate(self):
cursor = db.cursor()
cursor.execute("select worldSeaLevel \
from worldData where worldId = %s", (self.worldId,))
row = cursor.fetchone()
worldSeaLevel = row["worldSeaLevel"]
#we may want a function to let us set one of these and have the others
# auto adjust
self.dirt = 0.0
self.water = 0.0
self.air = 0.0
self.rock = 0.0
self.grass = 0.0
self.forest = 0.0
self.farm = 0.0
self.city = 0.0
if self.levelIdZ < worldSeaLevel:
self.rock = 1.0
elif self.levelIdZ == worldSeaLevel:
rand = random.randint(0,1)
if rand == 1:
self.dirt = 0.5
self.air = 0.5
self.grass = 1.0
else:
self.water = 0.5
self.air = 0.5
elif self.levelIdZ > worldSeaLevel:
self.air = 1.0
else:
#something went wrong, we'll leave the setting at 0 and it will render as void
pass
if self.hasDbRow:
cursor.execute("update levelData \
set dirt = %s, water = %s, air = %s, rock = %s, \
grass = %s, forest = %s, farm = %s, city = %s \
where worldId = %s and cellIdX = %s \
and cellIdY = %s and levelIdZ = %s", \
(self.dirt, self.water, self.air, self.rock, \
self.grass, self.forest, self.farm, self.city, \
self.worldId, self.cellIdX, self.cellIdY, self.levelIdZ))
else:
cursor.execute("insert into levelData \
(worldId, cellIdX, cellIdY, levelIdZ, \
dirt, water, air, rock, \
grass, forest, farm, city) \
values (%s, %s, %s, %s, \
%s, %s, %s, %s, \
%s, %s, %s, %s)",
(self.worldId, self.cellIdX, self.cellIdY, self.levelIdZ, \
self.dirt, self.water, self.air, self.rock, \
self.grass, self.forest, self.farm, self.city))
cursor.close()
def drawTile(self):
if self.dirt + self.rock > 0.99:
#underground
newImage = Image.open("img-src/rock.png")
elif self.air > 0.99:
#up in the sky
newImage = Image.open("img-src/sky.png")
elif self.water > 0.1:
#more the ten percent water
newImage = Image.open("img-src/ocean.png")
elif self.dirt > 0.1:
if self.grass > 0.5:
newImage = Image.open("img-src/grassland.png")
else:
newImage = Image.open("img-src/desert.png")
else:
#somethings wrong
newImage = Image.open("img-src/void.png")
#should have a check the the directory exists
# may want to split x, y, and z into subdirectories if the filesystem
# starts slowing down
imageName = "img-world-%d/zoom0-%dx-%dy-%dz.png" % (self.worldId, self.cellIdX, self.cellIdY, self.levelIdZ)
try:
oldImage = Image.open(imageName);
diff = ImageChops.difference(newImage, oldImage)
#use getbbox for now, may need to replace with something faster in the future
if diff.getbbox() != None:
newImage.save(imageName)
#else don't replace the image, this is mainly so that we can keep the old
# creation time on the image and hopefully we can get the broser to
# pull it from it's own cache
except:
#couldn't open old image
newImage.save(imageName)
class cellData:
cellIdX = 0
cellIdY = 0
heightZ = 0
levels = []
def __init__(self, worldId, cellIdX, cellIdY):
self.cellIdX = cellIdX
self.cellIdY = cellIdY
cursor = db.cursor()
cursor.execute("select worldSizeZ \
from worldData where worldId = %s", (worldId,))
row = cursor.fetchone()
self.heightZ = row["worldSizeZ"]
cursor.close()
#we don't have any cell specific data right now so we don't need to access
# the cellData table
self.levels = [levelData(worldId, cellIdX, cellIdY, z) for z in xrange(self.heightZ)]
def regenerate(self):
for z in xrange(self.heightZ):
self.levels[z].regenerate()
def regenHeightMap(self,surfaceHeight, nLevels):
for z in xrange(self.heightZ):
if z == 0:
self.levels[z].regenHeightMap()
def drawTiles(self):
for z in xrange(self.heightZ):
self.levels[z].drawTile()
class worldData:
worldId = 0
lengthX = 0
lengthY = 0
wrapX = True
wrapY = True
cols = []
def __init__(self, worldId):
self.worldId = worldId
cursor = db.cursor()
cursor.execute("select worldSizeX, worldSizeY, worldWrapX, worldWrapY \
from worldData where worldId = %s", (worldId,))
row = cursor.fetchone()
if row == None:
print "Did not find worldData record, exiting."
sys.exit(1)
self.lengthX = row["worldSizeX"]
self.lengthY = row["worldSizeY"]
self.wrapX = True if row["worldWrapX"] == 1 else False
self.wrapY = True if row["worldWrapY"] == 1 else False
cursor.close()
self.cols = [[cellData(worldId, x, y) for y in xrange(self.lengthY)] for x in xrange(self.lengthX)]
print "World object initialized."
def regenerate(self):
for x in xrange(self.lengthX):
for y in xrange(self.lengthY):
self.cols[x][y].regenerate()
def regenHeightMap(self, heightmapFile, nLevels):
im = Image.open(heightmapFile)
self.lengthX, self.lengthY = im.size
for x in xrange(self.lengthX):
for y in xrange(self.lengthY):
#for now we'll just assume that the height maps will range from 0 to 255
# (8-bit greyscale)
#nLevels has the -2 so that we always have a clear sky level and a solid rock level
height = math.floor(float(im.getpixel((x,y)))*float(nLevels-2)/255.0)
self.cols[x][y].regenHeightMap(height, nLevels)
def drawTiles(self):
for x in xrange(self.lengthX):
for y in xrange(self.lengthY):
self.cols[x][y].drawTiles()
def initServer(mode):
global world
if mode == "static":
world = worldData("static")
def generateTiles():
world.generateTiles()
def start():
initServer("static")
if __name__=='__main__':
random.seed()
worldObj = worldData(worldId)
if len(sys.argv) < 2 or sys.argv[1] == "update":
#update the tiles to reflect changes in the database
worldObj.drawTiles()
elif sys.argv[1] == "regen":
#regenerate the world map based on parameters from the worldData table
worldObj.regenerate()
worldObj.drawTiles()
elif sys.argv[1] == "heightmap"
#rebuild world from a height map
#argument 1 is the heightmap file, 2 is the number of levels to calculate
worldObj.regenHeightMap(sys.argv[2], sys.argv[3])
worldObj.drawTiles()
else:
print "Unknown command"
db.closeCommit()