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#!/usr/bin/env python3
# Copyright (C) 2013-2016 Florian Festi
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
from boxes import *
class RoyalGame ( Boxes ) : # Change class name!
""" The Royal Game of Ur """
ui_group = " Misc "
description = """ Most of the blue lines need to be engraved by cutting with high speed and low power. But there are three blue holes that actually need to be cut: The grip hole in the lid and two tiny rectangles on the top and bottom for the lid to grip into.
"""
def __init__ ( self ) :
Boxes . __init__ ( self )
self . addSettingsArgs ( edges . FingerJointSettings )
self . buildArgParser ( x = 200 )
def dice ( self , size , num = 1 , move = None ) :
s = size
r = s / 20.0
dr = r * 2
h = s / 2 * 3 * * 0.5
t = self . thickness
tw , th = ( num + 0.5 ) * size , size
if self . move ( tw , th , move , True ) :
return
self . moveTo ( r , 0 )
for i in range ( 2 * num ) :
self . polyline ( ( s - t ) / 2 - dr , 90 , h / 2 - r , - 90 , t , - 90 , h / 2 - r , 90 , ( s - t ) / 2 - dr , ( 120 , r ) , s - 2 * dr , ( 120 , r ) , s - 2 * dr , ( 120 , r ) )
self . ctx . stroke ( )
if i % 2 :
self . moveTo ( .5 * s - 2 * dr , s , 180 )
else :
self . moveTo ( 1.5 * s - 2 * dr , s , 180 )
self . move ( tw , th , move )
def five ( self , x , y , s ) :
self . hole ( x , y , 0.05 * s )
self . hole ( x , y , 0.12 * s )
for dx in ( - 1 , 1 ) :
for dy in ( - 1 , 1 ) :
self . hole ( x + dx * .25 * s , y + dy * .25 * s , 0.05 * s )
self . hole ( x + dx * .25 * s , y + dy * .25 * s , 0.12 * s )
@restore
@holeCol
def _castle ( self , x , y , s ) :
l = s / 7 * 2 * * 0.5
self . moveTo ( x - s / 2 + s / 14 , y - s / 2 , 45 )
self . polyline ( * ( [ l , - 90 , l , 90 ] * 3 + [ l / 2 , 90 ] ) * 4 )
def castle ( self , x , y , s ) :
self . _castle ( x , y , 0.9 * s )
self . _castle ( x , y , 0.5 * s )
self . five ( x , y , 0.4 * s )
def castles ( self , x , y , s ) :
for dx in ( - 1 , 1 ) :
for dy in ( - 1 , 1 ) :
self . _castle ( x + dx * 0.25 * s , y + dy * 0.25 * s , 0.4 * s )
self . five ( x + dx * 0.25 * s , y + dy * 0.25 * s , 0.3 * s )
@restore
@holeCol
def rosette ( self , x , y , s ) :
self . moveTo ( x , y , 22.5 )
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with self . saved_context ( ) :
self . moveTo ( 0.1 * s , 0 , - 30 )
for i in range ( 8 ) :
self . polyline ( 0 , ( 60 , 0.35 * s ) , 0 , 120 , 0 , ( 60 , 0.35 * s ) , 0 ,
- 120 , 0 , ( 45 , 0.1 * s ) , 0 , - 120 )
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self . moveTo ( 0 , 0 , - 22.5 )
self . moveTo ( 0.175 * s , 0 )
for i in range ( 8 ) :
self . polyline ( 0 , ( 67.5 , 0.32 * s ) , 0 , 90 , 0 , ( 67.5 , 0.32 * s ) , 0 , - 180 )
@holeCol
def eyes ( self , x , y , s ) :
for dx in ( - 1 , 1 ) :
for dy in ( - 1 , 1 ) :
posx = x + dx * 0.3 * s
posy = y + dy * 0.25 * s
self . rectangularHole ( posx , posy , 0.4 * s , 0.5 * s )
self . hole ( posx , posy , 0.05 * s )
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with self . saved_context ( ) :
self . moveTo ( posx , posy - 0.2 * s , 60 )
self . corner ( 60 , 0.4 * s )
self . corner ( 120 )
self . corner ( 60 , 0.4 * s )
self . corner ( 120 )
self . moveTo ( 0 , 0 , - 60 )
self . moveTo ( 0 , - 0.05 * s , 60 )
self . corner ( 60 , 0.5 * s )
self . corner ( 120 )
self . corner ( 60 , 0.5 * s )
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for i in range ( 4 ) :
self . rectangularHole ( x , y + ( i - 1.5 ) * s * 0.25 , 0.12 * s , 0.12 * s )
def race ( self , x , y , s ) :
for dx in range ( 4 ) :
for dy in range ( 4 ) :
posx = ( dx - 1.5 ) * s / 4.5 + x
posy = ( dy - 1.5 ) * s / 4.5 + y
self . rectangularHole ( posx , posy , s / 5 , s / 5 )
if dx in ( 1 , 2 ) and dy in ( 0 , 3 ) :
continue
self . hole ( posx , posy , s / 20 )
def top ( self ) :
patterns = [
[ self . castle , self . rosette , None , None , self . eyes , self . five , self . eyes , self . rosette ] ,
[ self . five , self . eyes , self . castles , self . five , self . rosette , self . castles , self . five , self . race ] ]
s = self . size
for x in range ( 8 ) :
for y in range ( 3 ) :
if x in [ 2 , 3 ] and y != 1 :
continue
posx = ( 0.5 + x ) * s
posy = ( 0.5 + y ) * s
self . rectangularHole ( posx , posy , 0.9 * s , 0.9 * s )
pattern = patterns [ y % 2 ] [ x ]
if pattern :
pattern ( posx , posy , 0.9 * s )
def player1 ( self ) :
for i in range ( 3 ) :
self . hole ( 0 , 0 , r = self . size * ( i + 2 ) / 12 )
def player2 ( self , x = 0 , y = 0 ) :
s = self . size
self . hole ( x , y , 0.07 * s )
for dx in ( - 1 , 1 ) :
for dy in ( - 1 , 1 ) :
self . hole ( x + dx * .2 * s , y + dy * .2 * s , 0.07 * s )
def render ( self ) :
x = self . x
t = self . thickness
self . size = size = x / 8.0
h = size / 2 * 3 * * 0.5
y = 3 * size
self . rectangularWall ( x , h , " FLFF " , move = " right " )
self . rectangularWall ( y , h , " nlmE " , callback = [
lambda : self . hole ( y / 2 , h / 2 , d = 0.6 * h ) ] , move = " up " )
self . rectangularWall ( y , h , " FfFf " )
self . rectangularWall ( x , h , " FeFF " , move = " left up " )
self . rectangularWall ( x , y , " fMff " , move = " up " )
self . rectangularWall ( x , y , " fNff " , callback = [ self . top , ] , move = " up " )
self . partsMatrix ( 7 , 7 , " up " , self . parts . disc , 0.8 * size , callback = self . player1 )
self . partsMatrix ( 7 , 7 , " up " , self . parts . disc , 0.8 * size , callback = self . player2 )
self . dice ( size , 4 , move = " up " )
self . dice ( size , 4 , move = " up " )