import arcade, arcade.gui from utils.constants import ROTATIONS, NEIGHBOURS from utils.preload import TEXTURE_MAP def get_opposite(direction): if direction == "l": return "r" elif direction == "r": return "l" elif direction == "t": return "b" elif direction == "b": return "t" class Cell(arcade.gui.UITextureButton): def __init__(self, cell_type, left_neighbour, top_neighbour): super().__init__(texture=TEXTURE_MAP[cell_type, ROTATIONS[cell_type][0] if cell_type in ROTATIONS else "cross", cell_type == "power_source"]) self.rotation = ROTATIONS[cell_type][0] if cell_type in ROTATIONS else "cross" self.cell_type = cell_type self.powered = False self.left_neighbour, self.top_neighbour = left_neighbour, top_neighbour self.right_neighbour, self.bottom_neighbour = None, None def get_neighbour(self, name): if name == "l": return self.left_neighbour elif name == "r": return self.right_neighbour elif name == "b": return self.bottom_neighbour elif name == "t": return self.top_neighbour def get_connected_neighbours(self): return [ self.get_neighbour(neighbour_direction) for neighbour_direction in NEIGHBOURS[self.rotation] if ( self.get_neighbour(neighbour_direction) and self.get_neighbour(neighbour_direction).cell_type != "house" and get_opposite(neighbour_direction) in NEIGHBOURS[self.get_neighbour(neighbour_direction).rotation] ) ] def update_visual(self): self.texture = TEXTURE_MAP[(self.cell_type, self.rotation, self.powered)] self.texture_hovered = TEXTURE_MAP[(self.cell_type, self.rotation, self.powered)] self.texture_pressed = TEXTURE_MAP[(self.cell_type, self.rotation, self.powered)] self._requires_render = True def next_rotation(self): current_index = ROTATIONS[self.cell_type].index(self.rotation) if current_index + 1 == len(ROTATIONS[self.cell_type]): self.rotation = ROTATIONS[self.cell_type][0] else: self.rotation = ROTATIONS[self.cell_type][current_index + 1] self.update_visual()