si23traktor/land.py

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import pygame
import random
class Land:
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def __init__(self, parent_screen, cell_size, cell_number, all_soil_body, irrigation):
self.parent_screen = parent_screen
self.cell_number = cell_number
self.cell_size = cell_size
self._irrigation = irrigation
self.all_soil_body = all_soil_body
self.grass_image = pygame.image.load(r'resources/grass.png').convert_alpha()
self.grass_image = pygame.transform.scale(self.grass_image, (cell_size, cell_size))
# self.bad_grass_image = pygame.image.load(r'resources/bad_grass.png').convert()
# self.bad_grass_image = pygame.transform.scale(self.bad_grass_image, (cell_size, cell_size))
self.black_earth_image = pygame.image.load(r'resources/grass.png').convert()
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self.black_earth_image = pygame.transform.scale(self.black_earth_image, (cell_size, cell_size))
self.green_earth_image = pygame.image.load(r'resources/grass.png').convert()
self.green_earth_image = pygame.transform.scale(self.green_earth_image, (cell_size, cell_size))
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self.fawn_soil_image = pygame.image.load(r'resources/fawn_soil.png').convert()
self.fawn_soil_image = pygame.transform.scale(self.fawn_soil_image, (cell_size, cell_size))
self.fen_soil_image = pygame.image.load(r'resources/grass.png').convert()
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self.fen_soil_image = pygame.transform.scale(self.fen_soil_image, (cell_size, cell_size))
def locate_soil(self, soil_body): # finds free places(coordinates) for soil and adds them to soil_body[]
number_of_blocs_for_each_soil = 50
if number_of_blocs_for_each_soil > (self.cell_number * self.cell_number) // 4:
number_of_blocs_for_each_soil = (self.cell_number * self.cell_number) // 4
print('Number of soil blocks exceeds the number of fields!')
for i in range(number_of_blocs_for_each_soil): # can't be more than: (cell_number * cell_number) // soil_types
while True:
rand_x = random.randint(0, self.cell_number - 1) # to-check
rand_y = random.randint(0, self.cell_number - 1)
if [rand_x, rand_y] not in self.all_soil_body:
self.all_soil_body.append([rand_x, rand_y])
soil_body.append([rand_x, rand_y])
break
def place_soil(self, soil_body, soil_name):
for body in soil_body:
x = int(body[0] * self.cell_size)
y = int(body[1] * self.cell_size)
if soil_name == 'black_earth':
self.parent_screen.blit(self.black_earth_image, (x, y))
if soil_name == 'green_earth':
self.parent_screen.blit(self.green_earth_image, (x, y))
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if soil_name == 'fawn_soil':
self.parent_screen.blit(self.fawn_soil_image, (x, y))
if soil_name == 'fen_soil':
self.parent_screen.blit(self.fen_soil_image, (x, y))
def set_and_place_block_of_grass(self, name):
for i in range(0, self.cell_number):
for k in range(0, self.cell_number):
if [k, i] not in self.all_soil_body:
x = int(k * self.cell_size)
y = int(i * self.cell_size)
if name == 'good':
self.parent_screen.blit(self.grass_image, (x, y))
if name == 'bad':
self.parent_screen.blit(self.bad_grass_image, (x, y))