Source code for boxes.generators.royalgame

#!/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 *

[docs]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) 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) 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) 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) 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")