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UOCoast_.PY
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UOCoast_.PY
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import os
import struct
import math
import tkinter as tk
from tkinter import messagebox
from tkinter import ttk
mapHeightInBlocks = 512
blockSize = 64
rowSize = 8
board_Cells = [[0 for i in range(3)] for j in range(3)]
board_height = [[0 for i in range(3)] for j in range(3)]
board_terrain = [[0 for i in range(3)] for j in range(3)]
water_tiles = ["hi", "hello", "goodbye"]
mapwidth = 7168 #set ur map dimensions here.
mapheight = 4096
def f_iswater(tileid):
#print(tileid)
#print(hex(tileid))
if (tileid >= 0x0a8 and tileid <= 0x0ab) or \
(tileid >= 0x136 and tileid <= 0x137) or \
(tileid >= 0x5797 and tileid <= 0x579c) or \
(tileid >= 0x746e and tileid <= 0x7485) or \
(tileid >= 0x7490 and tileid <= 0x74ab) or \
(tileid >= 0x74b5 and tileid <= 0x75d5):
return 1
else:
return -1
def findCell(x , y):
blockX = math.floor(x / rowSize)
blockY = math.floor(y / rowSize)
blockId = blockX*mapHeightInBlocks + blockY
cellX= x - blockX*rowSize
cellY=(y - blockY*rowSize)*8
cellid= blockId*blockSize + cellX + cellY
return (cellid)
def findCoords(cellId):
blockId = math.floor(cellId / blockSize)
blockX = math.floor(blockId / mapHeightInBlocks)
blockY = blockId % mapHeightInBlocks
cellX = cellId % rowSize
cellY = math.floor( (cellId % blockSize) / rowSize )
worldX = blockX * rowSize + cellX
worldY = blockY * rowSize + cellY
ccellid=findCell(worldX , worldY)
return (worldX , worldY)
def getTerrain(cellId):
with open("map0.mul", "rb") as filemap0:
headersfix = math.floor(cellId/64)*4
biites = cellId
filemap0.seek(4+headersfix+biites*3)
data = filemap0.read(3)
(tile_id, height) = struct.unpack("<Hb", data)
return tile_id
def getheight(cellId):
with open("map0.mul", "rb") as file:
biites = cellId
file.seek(biites)
data = file.read(3)
(tile_id, height) = struct.unpack("<Hb", data)
return height
def checksquare():
global board_terrain
squareId = ''.join(str(i) for i in board_terrain)
squareId = "".join([i if i in ["G", "W"] else "" for i in squareId])
print(squareId)
if "X" in squareId or squareId.find("W") != -1
return
if squareId[4] == "G": #we are working on Ground
if squareId == "WWWGGGGGG":
print("north'.")
elif squareId == "GGGGGGWWW":
print("south")
elif squareId == "GGWGGWGGW":
print("east")
elif squareId == "WGGWGGWGG":
print("west")
elif squareId == "WGGWGGWGG":
print("hmmm need think about this")
elif squareId[4] == "W": #we are working on water.
if squareId == "WWWGWGGGG":
print("north'.")
elif squareId == "GGGGWGWWW":
print("south")
elif squareId == "GGWGWWGGW":
print("east")
elif squareId == "WGGWWGWGG":
print("west")
elif squareId == "WGGWWGWGG":
print("hmmm need think about this")
def drawBoards(cellId):
(mx, my) = findCoords(cellId)
print (mx, my)
center = 1
global board_terrain
global board_Cells
global board_height
for x in range(3):
for y in range(3):
xx = x-center+my
yy = y-center+mx
#print(f"Printingxxyy ({xx} {yy})")
#print(f"Printingxy ({x} {y})")
if (xx <= -1 or yy <= -1) or (xx >= mapwidth or yy >= mapheight):
board_terrain[x][y] = "X" #outside map
continue
ccellid=findCell(xx, yy)
tileid = getTerrain(ccellid)
if f_iswater(tileid)==1:
board_terrain[x][y] = "W"
else:
board_terrain[x][y] = "G"
#board_Cells[x][y] = ccellid
#board_height[x][y] = getheight(ccellid)
print(f"Printing 3x3 of {cellId} pos ({mx} {my})")
for row in board_terrain:
for cell in row:
print(cell, end='')
print() # para saltar de linea
print (board_terrain)
def getTerrainXY(x , y):
cellId = findCell(x , y)
terrain = readSingle(cellId)
return terrain
def readAll():
cells = -1
with open("map0.mul", "rb") as file:
while cells < mapwidth*mapheight:
cells +=1
drawBoards(cells)
def readRect(x1 , y1, x2 , y2):
#with open("map0.mul", "rb") as file:
#for
print("hello world")
def salir():
salir = messagebox.askyesno("Salir", "¿Estás seguro de que deseas salir?")
if salir:
ventana.destroy()
########################################
def check_adjacent(board, row, col):
rows = len(board)
cols = len(board[0])
adjacent = []
# Check top
if row > 0:
adjacent.append(board[row-1][col])
# Check bottom
if row < rows-1:
adjacent.append(board[row+1][col])
# Check left
if col > 0:
adjacent.append(board[row][col-1])
# Check right
if col < cols-1:
adjacent.append(board[row][col+1])
# Check top-left
if row > 0 and col > 0:
adjacent.append(board[row-1][col-1])
# Check top-right
if row > 0 and col < cols-1:
adjacent.append(board[row-1][col+1])
# Check bottom-left
if row < rows-1 and col > 0:
adjacent.append(board[row+1][col-1])
# Check bottom-right
if row < rows-1 and col < cols-1:
adjacent.append(board[row+1][col+1])
return adjacent
def convert_to_rgb(color):
red = (color >> 11) & 0x1F
green = (color >> 5) & 0x3F
blue = color & 0x1F
red = (red << 3) | (red >> 2)
green = (green << 2) | (green >> 4)
blue = (blue << 3) | (blue >> 2)
return (red, green, blue)
#board = [[1, 2, 3], [4, 5, 6], [7, 8, 9]]
#board[0][0] = (x, y) = findCoords(cellId)
#print(check_adjacent(board, 1, 1)) # prints [2, 4, 6, 8]
with open("RadarCol.mul", "rb") as radarcol:
radar_data = radarcol.read()
colors = struct.unpack("<" + "H" * int(len(radar_data) / 2), radar_data)
ventana = tk.Tk()
ventana.title("MapTester")
ventana.geometry('400x125')
entry1 = ttk.Entry()
entry1.insert(0, "CellId")
entry1.place(x=10, y=0)
entry2 = ttk.Entry()
entry2.insert(0, "x1")
entry2.place(x=10, y=25)
entry3 = ttk.Entry()
entry3.insert(0, "y1")
entry3.place(x=10, y=50)
entry4 = ttk.Entry()
entry4.insert(0, "x2")
entry4.place(x=10, y=75)
entry5 = ttk.Entry()
entry5.insert(0, "y2")
entry5.place(x=10, y=100)
boton1 = tk.Button(ventana, text="SingleCell", command=lambda : drawBoards(int(entry1.get())))
boton1.pack()
boton2 = tk.Button(ventana, text="ReadCoords x1 y1", command=lambda : readSingle(int(entry1.get())))
boton2.pack()
boton3 = tk.Button(ventana, text="READ all Cells", command=readAll)
boton3.pack()
boton4 = tk.Button(ventana, text="Read rectangle", command=lambda : readRect(0 ,0 ,12 ,12))
boton4.pack()
boton9 = tk.Button(ventana, text="QUIT", command=salir)
boton9.pack()
ventana.mainloop()