added node types + changed selection coloring + reorganised editor.py
This commit is contained in:
parent
f04a014478
commit
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262
save.txt
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262
save.txt
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@ -0,0 +1,262 @@
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n -220 -374 3 Port Pickle
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n -240 -519 3 Pickledill
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n -266 -454 4 Pickledill Valley
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n -125 -518 2 Pickledill Waterfall
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n -224 -562 1 Yeti Cave
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n -225 -352 1 Port Pickle Observatory
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n -227 -364 1 Port Pickle Smithery
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n -212 -372 1 Pickledill Ferry – Port Pickle
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n -212 -97 1 Pickledill Ferry – Shopping District
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n -70 -67 1 Witch Farm
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n -70 -77 0
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n -79 -77 0
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n -86 -75 0
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n -92 -71 0
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n -108 -61 0
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n -213 -376 0
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n -208 -372 0
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n -200 -371 0
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n -193 -373 0
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n -216 -379 0
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n -222 -379 0
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n -226 -372 0
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n -222 -369 0
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n -219 -353 0
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n -220 -349 0
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n -225 -348 0
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n -257 -479 1 Pickledill Mill
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n -383 -499 1 Pickledill Pass
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n -398 -517 1 Pickledill Bridge
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n -279 -524 1 Pickledill Portal
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n -407 -17 1 Portail du Shopping District
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n -390 -22 4 Shopping District
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n -480 -56 3 Shopping District Ouest
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n -396 -4 1 Slime Shop
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n -387 -3 1 Slime Shop
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n -383 -13 1 Sand Shop
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n -394 -29 1 Magasin de Livres
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n -407 -37 1 Magasin de la Mer
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n -370 -10 1 Shop de Fer
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n -362 -17 1 Living Is A Right
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n -399 -17 3 Shopping District Centre
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n -373 -77 1 Magasin de Glace
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n -315 -91 1 Puits du Shopping District
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n -335 -43 1 Nether Goods
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n -680 -199 4 Lycapark
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n -392 -10 0
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n -397 -12 0
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n -396 -5 0
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n -419 -32 0
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n -423 -29 0
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n -428 -28 0
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n -434 -26 0
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n -435 -22 0
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n -442 -17 0
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n -446 -19 0
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n -452 -21 0
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n -457 -24 0
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n -462 -26 0
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n -465 -31 0
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n -469 -37 0
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n -471 -44 0
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n -475 -51 0
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n -286 -91 3 Shopping District Est
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e 7 8 2
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e 10 9 0
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e 10 11 3
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e 11 12 3
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e 101 112 0
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334
src/editor.py
334
src/editor.py
@ -34,6 +34,14 @@ class Editor:
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pygame.K_r: "rails"
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}
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NODE_TYPE_KEYS: list[int] = [
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pygame.K_0,
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pygame.K_1,
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pygame.K_2,
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pygame.K_3,
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pygame.K_4
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]
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def __init__(self):
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pygame.init()
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self.config: Config = Config(self.CONFIG_PATH)
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@ -77,6 +85,11 @@ class Editor:
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elif self.config.LAST_OPENED_FILE != "":
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self.load(self.config.LAST_OPENED_FILE)
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# =========================
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# EVENTS
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# =========================
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def mainloop(self) -> None:
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self.state = State.LOADING
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while self.state != State.STOPPING:
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@ -147,7 +160,9 @@ class Editor:
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self.typing_text = self.graph.nodes[self.selected_nodes[0]].name
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self.is_renaming_node = True
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elif event.key in self.EDGE_TYPE_KEYS.keys():
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self.change_types(self.EDGE_TYPE_KEYS[event.key])
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self.change_edge_types(self.EDGE_TYPE_KEYS[event.key])
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elif event.key in self.NODE_TYPE_KEYS:
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self.change_node_types(self.NODE_TYPE_KEYS.index(event.key))
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elif event.type == pygame.KEYUP:
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if event.key == pygame.K_m:
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if self.original_move_pos is not None:
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@ -207,6 +222,11 @@ class Editor:
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if mbtns[1]:
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self.mid_drag_pos = mpos
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# =========================
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# RENDERING
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# =========================
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def render(self) -> None:
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self.win.fill((0, 0, 0))
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off_x = (self.center[0] * self.zoom) % self.MAP_SIZE
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@ -323,37 +343,33 @@ class Editor:
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def render_graph(self) -> None:
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self.render_edges()
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hover_index, is_node = self.get_hover_object()
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if is_node:
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self.render_nodes()
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if self.selection_rectangle is None:
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self.render_hover_node(hover_index)
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else:
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if self.selection_rectangle is None:
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self.render_hover_edge(hover_index)
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self.render_nodes()
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def render_edges(self) -> None:
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hover_index, is_node = self.get_hover_object()
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for edge in self.graph.edges:
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node_1, node_2 = self.graph.get_edge_nodes(edge)
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color = (0, 255, 255) if edge.index in self.selected_edges else self.graph.TYPE_COLORS[edge.type]
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color = self.graph.TYPE_COLORS[edge.type]
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start = self.world_to_screen(node_1.x, node_1.z)
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end = self.world_to_screen(node_2.x, node_2.z)
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if not is_node and edge.index == hover_index:
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pygame.draw.line(self.win, (0, 0, 0), start, end, self.edge_detect_radius)
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elif edge.index in self.selected_edges:
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pygame.draw.line(self.win, (255, 255, 255), start, end, self.edge_detect_radius)
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pygame.draw.line(self.win, color, start, end, self.line_size)
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def render_nodes(self) -> None:
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hover_index, is_node = self.get_hover_object()
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for node in self.graph.nodes:
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blitpos = self.world_to_screen(node.x, node.z)
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color = (255, 0, 0) if node.name == "" else (255, 0, 255)
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color = self.graph.TYPE_COLORS[node.type]
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if is_node and node.index == hover_index:
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self.render_hover_node(node.index)
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elif node.index in self.selected_nodes:
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pygame.draw.circle(self.win, (255, 255, 255), (blitpos[0], blitpos[1]), self.node_radius + self.line_size)
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pygame.draw.circle(self.win, color, (blitpos[0], blitpos[1]), self.node_radius)
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for node_index in self.selected_nodes:
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node = self.graph.nodes[node_index]
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blitpos = self.world_to_screen(node.x, node.z)
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pygame.draw.circle(self.win, (0, 255, 255), (blitpos[0], blitpos[1]), self.node_radius)
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def render_hover_node(self, node_index):
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if node_index != -1:
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def render_hover_node(self, node_index: int) -> None:
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node = self.graph.nodes[node_index]
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txt = self.loading_font.render(node.name, True, (255, 255, 255))
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node_pos = self.world_to_screen(node.x, node.z)
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@ -361,18 +377,9 @@ class Editor:
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ypos = node_pos[1] - txt.get_height() - self.node_radius * (2 ** -0.5)
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pygame.draw.rect(self.win, (0, 0, 0), pygame.Rect(xpos, ypos, txt.get_width(), txt.get_height()))
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self.win.blit(txt, [xpos, ypos])
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pygame.draw.circle(self.win, (0, 0, 0), (node_pos[0], node_pos[1]), self.node_radius, self.line_size)
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pygame.draw.circle(self.win, (0, 0, 0), (node_pos[0], node_pos[1]), self.node_radius + self.line_size)
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def render_hover_edge(self, edge_index):
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if edge_index != -1:
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node_1, node_2 = self.graph.get_edge_nodes(self.graph.edges[edge_index])
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start = self.world_to_screen(node_1.x, node_1.z)
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end = self.world_to_screen(node_2.x, node_2.z)
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pygame.draw.line(self.win, (0, 0, 0), start, end, self.edge_detect_radius)
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color = (0, 255, 255) if edge_index in self.selected_edges else self.graph.TYPE_COLORS[self.graph.edges[edge_index].type]
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pygame.draw.line(self.win, color, start, end, self.line_size)
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def render_selection_rect(self):
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def render_selection_rect(self) -> None:
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rect = self.selection_rectangle
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if rect is not None:
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left = min(rect[0][0], rect[1][0])
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@ -381,6 +388,11 @@ class Editor:
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height = abs(rect[0][1] - rect[1][1])
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pygame.draw.rect(self.win, (32, 32, 32), pygame.Rect(left, top, width, height), self.line_size)
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# =========================
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# ZOOMING
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# =========================
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def set_zoom(self, zoom_i: int) -> None:
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self.zoom_i = max(0, min(len(self.ZOOMS) - 1, zoom_i))
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self.zoom = self.ZOOMS[self.zoom_i]
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@ -391,21 +403,10 @@ class Editor:
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def zoom_out(self) -> None:
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self.set_zoom(self.zoom_i - 1)
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def screen_to_world(self, x: int, y: int) -> tuple[int, int]:
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w2 = self.width / 2
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h2 = self.height / 2
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world_x = floor((x - w2) / self.zoom + self.center[0])
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world_z = floor((y - h2) / self.zoom + self.center[1])
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return int(world_x), int(world_z)
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def world_to_screen(self, world_x: int, world_z: int) -> tuple[int, int]:
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w2 = self.width / 2
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h2 = self.height / 2
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screen_x = (world_x - self.center[0]) * self.zoom + w2
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screen_y = (world_z - self.center[1]) * self.zoom + h2
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return int(screen_x), int(screen_y)
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# =========================
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# SELECTION
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# =========================
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def select_object(self, shifting: bool = False) -> None:
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hover_index, is_node = self.get_hover_object()
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@ -455,10 +456,6 @@ class Editor:
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self.selected_edges = [] if edge == -1 else [edge]
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self.selected_nodes = []
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def link_nodes(self, node_1: int, node_2: int) -> None:
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if not self.graph.edge_exists(node_1, node_2):
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self.create_edge(node_1, node_2)
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def clear_selection(self) -> None:
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self.selected_nodes = []
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self.selected_edges = []
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@ -469,31 +466,41 @@ class Editor:
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def clear_edge_selection(self) -> None:
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self.selected_edges = []
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def rename_nodes(self) -> None:
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self.dirty = True
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for node in self.selected_nodes:
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self.graph.nodes[node].rename_node(self.typing_text)
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self.typing_text = ""
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self.is_renaming_node = False
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def create_selection_rect(self, shifting: bool = False):
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if not shifting:
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self.clear_selection()
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self.previously_created_nodes = []
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mouse_pos = pygame.mouse.get_pos()
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self.selection_rectangle = [mouse_pos, mouse_pos]
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def get_type(self) -> str:
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type = ""
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for key, value in self.EDGE_TYPE_KEYS.items():
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if pygame.key.get_pressed()[key]:
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type = value
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break
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return type
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def expand_selection_rect(self):
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self.selection_rectangle[1] = pygame.mouse.get_pos()
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def create_node(self, pos: tuple[int, int], typing_text: str = "") -> None:
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self.dirty = True
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self.graph.add_node(pos[0], pos[1], typing_text)
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if len(self.selected_nodes) == 1:
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self.previously_created_nodes.append(self.selected_nodes[0])
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self.select_node(self.graph.number_of_nodes() - 1)
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def release_selection_rect(self, shifting: bool = False):
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if not shifting:
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self.clear_selection()
|
||||
self.previously_created_nodes = []
|
||||
rect = self.selection_rectangle
|
||||
left = min(rect[0][0], rect[1][0])
|
||||
top = min(rect[0][1], rect[1][1])
|
||||
right = max(rect[0][0], rect[1][0])
|
||||
bottom = max(rect[0][1], rect[1][1])
|
||||
for node in self.graph.nodes:
|
||||
pos = self.world_to_screen(node.x, node.z)
|
||||
if left <= pos[0] <= right and top <= pos[1] <= bottom:
|
||||
if node.index not in self.selected_nodes:
|
||||
self.selected_nodes.append(node.index)
|
||||
for edge in self.graph.edges:
|
||||
pos = self.world_to_screen(*self.graph.get_edge_center(edge.index))
|
||||
if left <= pos[0] <= right and top <= pos[1] <= bottom:
|
||||
if edge.index not in self.selected_edges:
|
||||
self.selected_edges.append(edge.index)
|
||||
self.selection_rectangle = None
|
||||
|
||||
def create_edge(self, node_1: int, node_2: int) -> None:
|
||||
self.dirty = True
|
||||
self.graph.add_edge(node_1, node_2, type=self.get_type())
|
||||
|
||||
# =========================
|
||||
# HOVERING
|
||||
# =========================
|
||||
|
||||
def get_hovering_nodes(self) -> tuple[list[int], list[float]]:
|
||||
hovering = []
|
||||
@ -540,78 +547,53 @@ class Editor:
|
||||
|
||||
return -1, False
|
||||
|
||||
def get_edge_distance(self, edge_i: int, px: int, pz: int) -> float:
|
||||
start_n, end_n = self.graph.get_edge_nodes(self.graph.edges[edge_i])
|
||||
start_p = self.world_to_screen(start_n.x, start_n.z)
|
||||
end_p = self.world_to_screen(end_n.x, end_n.z)
|
||||
|
||||
edge_vec = (end_p[0] - start_p[0], end_p[1] - start_p[1])
|
||||
start_vec = (px - start_p[0], pz - start_p[1])
|
||||
# =========================
|
||||
# CREATION
|
||||
# =========================
|
||||
|
||||
edge_vec_len = (edge_vec[0] ** 2 + edge_vec[1] ** 2) ** 0.5
|
||||
def link_nodes(self, node_1: int, node_2: int) -> None:
|
||||
if not self.graph.edge_exists(node_1, node_2):
|
||||
self.create_edge(node_1, node_2)
|
||||
|
||||
if edge_vec_len == 0:
|
||||
return self.get_node_distance(start_n.index, px, pz)
|
||||
|
||||
scal_prod = start_vec[0] * edge_vec[0] + start_vec[1] * edge_vec[1]
|
||||
|
||||
proj_len = scal_prod / edge_vec_len
|
||||
|
||||
if proj_len < 0:
|
||||
return self.get_node_distance(start_n.index, px, pz)
|
||||
if proj_len > edge_vec_len:
|
||||
return self.get_node_distance(end_n.index, px, pz)
|
||||
return abs((edge_vec[0] * start_vec[1] - edge_vec[1] * start_vec[0]) / edge_vec_len)
|
||||
|
||||
def get_node_distance(self, node_i: int, px: int, pz: int) -> float:
|
||||
node = self.graph.nodes[node_i]
|
||||
node_pos = self.world_to_screen(node.x, node.z)
|
||||
return ((px - node_pos[0]) ** 2 + (pz - node_pos[1]) ** 2) ** 0.5
|
||||
|
||||
def deleted_selected_objects(self):
|
||||
def create_node(self, pos: tuple[int, int], typing_text: str = "") -> None:
|
||||
self.dirty = True
|
||||
edges_to_delete = [self.graph.edges[i] for i in self.selected_edges]
|
||||
nodes_to_delete = [self.graph.nodes[i] for i in self.selected_nodes]
|
||||
for edge in edges_to_delete:
|
||||
self.graph.delete_edge(edge)
|
||||
for node in nodes_to_delete:
|
||||
self.graph.delete_node(node)
|
||||
self.clear_selection()
|
||||
n = len(self.previously_created_nodes)
|
||||
if n != 0:
|
||||
self.selected_nodes.append(self.previously_created_nodes[n - 1])
|
||||
self.previously_created_nodes.pop()
|
||||
self.graph.add_node(pos[0], pos[1], typing_text, type=self.get_node_type())
|
||||
if len(self.selected_nodes) == 1:
|
||||
self.previously_created_nodes.append(self.selected_nodes[0])
|
||||
self.select_node(self.graph.number_of_nodes() - 1)
|
||||
|
||||
def create_selection_rect(self, shifting: bool = False):
|
||||
if not shifting:
|
||||
self.clear_selection()
|
||||
self.previously_created_nodes = []
|
||||
mouse_pos = pygame.mouse.get_pos()
|
||||
self.selection_rectangle = [mouse_pos, mouse_pos]
|
||||
def create_edge(self, node_1: int, node_2: int) -> None:
|
||||
self.dirty = True
|
||||
self.graph.add_edge(node_1, node_2, type=self.get_edge_type())
|
||||
|
||||
def expand_selection_rect(self):
|
||||
self.selection_rectangle[1] = pygame.mouse.get_pos()
|
||||
def get_edge_type(self) -> str:
|
||||
type = ""
|
||||
for key, value in self.EDGE_TYPE_KEYS.items():
|
||||
if pygame.key.get_pressed()[key]:
|
||||
type = value
|
||||
break
|
||||
return type
|
||||
|
||||
def release_selection_rect(self, shifting: bool = False):
|
||||
if not shifting:
|
||||
self.clear_selection()
|
||||
self.previously_created_nodes = []
|
||||
rect = self.selection_rectangle
|
||||
left = min(rect[0][0], rect[1][0])
|
||||
top = min(rect[0][1], rect[1][1])
|
||||
right = max(rect[0][0], rect[1][0])
|
||||
bottom = max(rect[0][1], rect[1][1])
|
||||
for node in self.graph.nodes:
|
||||
pos = self.world_to_screen(node.x, node.z)
|
||||
if left <= pos[0] <= right and top <= pos[1] <= bottom:
|
||||
if node.index not in self.selected_nodes:
|
||||
self.selected_nodes.append(node.index)
|
||||
for edge in self.graph.edges:
|
||||
pos = self.world_to_screen(*self.graph.get_edge_center(edge.index))
|
||||
if left <= pos[0] <= right and top <= pos[1] <= bottom:
|
||||
if edge.index not in self.selected_edges:
|
||||
self.selected_edges.append(edge.index)
|
||||
self.selection_rectangle = None
|
||||
def get_node_type(self) -> int:
|
||||
type = 0
|
||||
for i in range(len(self.NODE_TYPE_KEYS)):
|
||||
if pygame.key.get_pressed()[self.NODE_TYPE_KEYS[i]]:
|
||||
type = i
|
||||
break
|
||||
return type
|
||||
|
||||
|
||||
# =========================
|
||||
# EDITION
|
||||
# =========================
|
||||
|
||||
def rename_nodes(self) -> None:
|
||||
self.dirty = True
|
||||
for node in self.selected_nodes:
|
||||
self.graph.nodes[node].rename_node(self.typing_text)
|
||||
self.typing_text = ""
|
||||
self.is_renaming_node = False
|
||||
|
||||
def start_moving(self):
|
||||
self.move_old_poses = {}
|
||||
@ -644,6 +626,84 @@ class Editor:
|
||||
self.original_move_pos = None
|
||||
self.move_old_poses = None
|
||||
|
||||
def change_edge_types(self, type: str = "path"):
|
||||
self.dirty = True
|
||||
for edge in self.selected_edges:
|
||||
self.graph.set_edge_type(edge, type)
|
||||
|
||||
def change_node_types(self, type: int = 0):
|
||||
self.dirty = True
|
||||
for node_index in self.selected_nodes:
|
||||
node = self.graph.nodes[node_index]
|
||||
node.set_type(type)
|
||||
|
||||
def deleted_selected_objects(self):
|
||||
self.dirty = True
|
||||
edges_to_delete = [self.graph.edges[i] for i in self.selected_edges]
|
||||
nodes_to_delete = [self.graph.nodes[i] for i in self.selected_nodes]
|
||||
for edge in edges_to_delete:
|
||||
self.graph.delete_edge(edge)
|
||||
for node in nodes_to_delete:
|
||||
self.graph.delete_node(node)
|
||||
self.clear_selection()
|
||||
n = len(self.previously_created_nodes)
|
||||
if n != 0:
|
||||
self.selected_nodes.append(self.previously_created_nodes[n - 1])
|
||||
self.previously_created_nodes.pop()
|
||||
|
||||
|
||||
# =========================
|
||||
# CALCULATION
|
||||
# =========================
|
||||
|
||||
def screen_to_world(self, x: int, y: int) -> tuple[int, int]:
|
||||
w2 = self.width / 2
|
||||
h2 = self.height / 2
|
||||
world_x = floor((x - w2) / self.zoom + self.center[0])
|
||||
world_z = floor((y - h2) / self.zoom + self.center[1])
|
||||
|
||||
return int(world_x), int(world_z)
|
||||
|
||||
def world_to_screen(self, world_x: int, world_z: int) -> tuple[int, int]:
|
||||
w2 = self.width / 2
|
||||
h2 = self.height / 2
|
||||
screen_x = (world_x - self.center[0]) * self.zoom + w2
|
||||
screen_y = (world_z - self.center[1]) * self.zoom + h2
|
||||
|
||||
return int(screen_x), int(screen_y)
|
||||
|
||||
def get_edge_distance(self, edge_i: int, px: int, pz: int) -> float:
|
||||
start_n, end_n = self.graph.get_edge_nodes(self.graph.edges[edge_i])
|
||||
start_p = self.world_to_screen(start_n.x, start_n.z)
|
||||
end_p = self.world_to_screen(end_n.x, end_n.z)
|
||||
|
||||
edge_vec = (end_p[0] - start_p[0], end_p[1] - start_p[1])
|
||||
start_vec = (px - start_p[0], pz - start_p[1])
|
||||
|
||||
edge_vec_len = (edge_vec[0] ** 2 + edge_vec[1] ** 2) ** 0.5
|
||||
|
||||
if edge_vec_len == 0:
|
||||
return self.get_node_distance(start_n.index, px, pz)
|
||||
|
||||
scal_prod = start_vec[0] * edge_vec[0] + start_vec[1] * edge_vec[1]
|
||||
|
||||
proj_len = scal_prod / edge_vec_len
|
||||
|
||||
if proj_len < 0:
|
||||
return self.get_node_distance(start_n.index, px, pz)
|
||||
if proj_len > edge_vec_len:
|
||||
return self.get_node_distance(end_n.index, px, pz)
|
||||
return abs((edge_vec[0] * start_vec[1] - edge_vec[1] * start_vec[0]) / edge_vec_len)
|
||||
|
||||
def get_node_distance(self, node_i: int, px: int, pz: int) -> float:
|
||||
node = self.graph.nodes[node_i]
|
||||
node_pos = self.world_to_screen(node.x, node.z)
|
||||
return ((px - node_pos[0]) ** 2 + (pz - node_pos[1]) ** 2) ** 0.5
|
||||
|
||||
|
||||
|
||||
# SAVING
|
||||
|
||||
def save(self, path: Optional[str] = None, save_config: bool = True) -> None:
|
||||
last_path = self.config.LAST_OPENED_FILE
|
||||
if path is None:
|
||||
@ -672,12 +732,6 @@ class Editor:
|
||||
self.config.save()
|
||||
self.dirty = False
|
||||
|
||||
def change_types(self, type: str = "path"):
|
||||
self.dirty = True
|
||||
for edge in self.selected_edges:
|
||||
self.graph.set_edge_type(edge, type)
|
||||
self.clear_edge_selection()
|
||||
|
||||
|
||||
class State(Enum):
|
||||
STOPPING = auto()
|
||||
|
@ -20,7 +20,7 @@ class Graph:
|
||||
(255, 0, 0),
|
||||
(255, 0, 255),
|
||||
(0, 255, 0),
|
||||
(255, 255, ),
|
||||
(255, 255, 0),
|
||||
(0, 0, 255)
|
||||
]
|
||||
|
||||
@ -28,8 +28,8 @@ class Graph:
|
||||
self.edges: list[Edge] = []
|
||||
self.nodes: list[Node] = []
|
||||
|
||||
def add_node(self, x: int, z: int, name: str = "") -> None:
|
||||
self.nodes.append(Node(x, z, len(self.nodes), name))
|
||||
def add_node(self, x: int, z: int, name: str = "", type: int = 0) -> None:
|
||||
self.nodes.append(Node(x, z, len(self.nodes), name, type))
|
||||
|
||||
def add_edge(self, start_index: int, end_index: int, type: str = "path", auto_length: bool = True) -> None:
|
||||
length = 0
|
||||
@ -37,7 +37,6 @@ class Graph:
|
||||
n1, n2 = self.nodes[start_index], self.nodes[end_index]
|
||||
length = sqrt((n1.x - n2.x)**2 + (n1.z - n2.z)**2)
|
||||
type_n = 0 if type not in self.EDGE_TYPES else self.EDGE_TYPES.index(type)
|
||||
print("Type in add_edge:", type)
|
||||
self.edges.append(Edge(start_index, end_index, length, len(self.edges), type_n))
|
||||
|
||||
def delete_edge(self, edge: Edge) -> None:
|
||||
@ -134,7 +133,7 @@ class Graph:
|
||||
def save(self, path: str) -> None:
|
||||
with open(path, "w") as f:
|
||||
for node in self.nodes:
|
||||
f.write(f"n {node.x} {node.z} {node.name}\n")
|
||||
f.write(f"n {node.x} {node.z} {node.type} {node.name}\n")
|
||||
f.write("\n")
|
||||
for edge in self.edges:
|
||||
f.write(f"e {edge.start} {edge.end} {edge.type}\n")
|
||||
@ -150,11 +149,11 @@ class Graph:
|
||||
|
||||
entry_type, values = line.split(" ", 1)
|
||||
if entry_type == "n":
|
||||
x, z, name = values.split(" ", 2)
|
||||
x, z = int(x), int(z)
|
||||
graph.add_node(x, z, name)
|
||||
x, z, type, name = values.split(" ", 3)
|
||||
x, z, type = int(x), int(z), int(type)
|
||||
graph.add_node(x, z, name, type)
|
||||
elif entry_type == "e":
|
||||
start, end, type = values.split(" ", 3)
|
||||
start, end, type = values.split(" ", 2)
|
||||
start, end, type = int(start), int(end), int(type)
|
||||
graph.add_edge(start, end, auto_length=False, type=graph.EDGE_TYPES[type])
|
||||
|
||||
|
@ -1,9 +1,18 @@
|
||||
class Node:
|
||||
def __init__(self, x: int, z: int, index: int, name: str = ""):
|
||||
def __init__(self, x: int, z: int, index: int, name: str = "", type: int = 0):
|
||||
self.x: int = x
|
||||
self.z: int = z
|
||||
self.index: int = index
|
||||
self.name: str = name
|
||||
self.type: int = (0 if name == "" else type)
|
||||
|
||||
def rename_node(self, name: str):
|
||||
def rename_node(self, name: str) -> None:
|
||||
if self.name == "" and name != "":
|
||||
self.type = 1
|
||||
self.name = name
|
||||
if name == "":
|
||||
self.type = 0
|
||||
|
||||
def set_type(self, type: int = 0) -> None:
|
||||
if type != 0:
|
||||
self.type = 0 if self.name == "" else type
|
Loading…
Reference in New Issue
Block a user