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"""Hex grid utilities for Civ6 offset coordinate system.
Civ6 uses an "odd-r" (odd-row) horizontal offset coordinate system.
Odd rows are shifted right by half a hex.
This module provides pure functions for hex math operations.
All functions are stateless and easily unit testable.
"""
from typing import List, Tuple, Optional
# Direction offsets for hex neighbors
# Civ6 uses "odd-r" offset coordinates (odd ROWS shifted right)
# Index corresponds to edge direction: 0=E, 1=NE, 2=NW, 3=W, 4=SW, 5=SE
# For EVEN rows (y % 2 == 0)
DIRECTIONS_EVEN_ROW = [
(1, 0), # 0: East
(0, -1), # 1: Northeast
(-1, -1), # 2: Northwest
(-1, 0), # 3: West
(-1, 1), # 4: Southwest
(0, 1), # 5: Southeast
]
# For ODD rows (y % 2 == 1)
DIRECTIONS_ODD_ROW = [
(1, 0), # 0: East
(1, -1), # 1: Northeast (shifted right for odd rows)
(0, -1), # 2: Northwest
(-1, 0), # 3: West
(0, 1), # 4: Southwest
(1, 1), # 5: Southeast (shifted right for odd rows)
]
def get_neighbors(x: int, y: int) -> List[Tuple[int, int]]:
"""Get all 6 neighboring hex coordinates.
Args:
x: Column
y: Row
Returns:
List of (x, y) tuples for all 6 neighbors
Example:
>>> get_neighbors(21, 14) # y=14 is even row
[(22, 14), (21, 13), (20, 13), (20, 14), (20, 15), (21, 15)]
"""
directions = DIRECTIONS_ODD_ROW if y % 2 == 1 else DIRECTIONS_EVEN_ROW
return [(x + dx, y + dy) for dx, dy in directions]
def get_neighbor_at_direction(x: int, y: int, direction: int) -> Tuple[int, int]:
"""Get neighbor coordinate in a specific direction.
Args:
x, y: Current position
direction: Edge direction (0-5)
Returns:
(x, y) of neighbor in that direction
"""
directions = DIRECTIONS_ODD_ROW if y % 2 == 1 else DIRECTIONS_EVEN_ROW
dx, dy = directions[direction]
return (x + dx, y + dy)
def get_direction_to_neighbor(x1: int, y1: int, x2: int, y2: int) -> Optional[int]:
"""Get the direction from (x1,y1) to adjacent tile (x2,y2).
Args:
x1, y1: Source position
x2, y2: Target position (must be adjacent)
Returns:
Direction index (0-5) or None if not adjacent
Example:
>>> get_direction_to_neighbor(5, 5, 6, 5)
0 # East
"""
neighbors = get_neighbors(x1, y1)
try:
return neighbors.index((x2, y2))
except ValueError:
return None
def hex_distance(x1: int, y1: int, x2: int, y2: int) -> int:
"""Calculate hex distance between two positions.
Uses cube coordinate conversion for accurate distance.
Civ6 uses "odd-r" offset coordinates (odd rows shifted right).
Args:
x1, y1: First position
x2, y2: Second position
Returns:
Integer distance in hex tiles
Example:
>>> hex_distance(0, 0, 3, 0)
3
>>> hex_distance(0, 0, 1, 1)
1
"""
# Convert offset (odd-r) to cube coordinates
def offset_to_cube(col: int, row: int) -> Tuple[int, int, int]:
cx = col - (row - (row & 1)) // 2
cz = row
cy = -cx - cz
return cx, cy, cz
cx1, cy1, cz1 = offset_to_cube(x1, y1)
cx2, cy2, cz2 = offset_to_cube(x2, y2)
return (abs(cx1 - cx2) + abs(cy1 - cy2) + abs(cz1 - cz2)) // 2
def is_adjacent(x1: int, y1: int, x2: int, y2: int) -> bool:
"""Check if two hexes are adjacent.
Example:
>>> is_adjacent(5, 5, 6, 5)
True
>>> is_adjacent(0, 0, 2, 0)
False
"""
return hex_distance(x1, y1, x2, y2) == 1
def get_tiles_in_range(x: int, y: int, radius: int) -> List[Tuple[int, int]]:
"""Get all tiles within a given range of a center tile.
Args:
x, y: Center position
radius: Maximum distance (inclusive)
Returns:
List of (x, y) positions within range (excluding center)
Example:
>>> len(get_tiles_in_range(5, 5, 1))
6 # Just the immediate neighbors
>>> len(get_tiles_in_range(5, 5, 2))
18 # Two rings
"""
tiles = []
for dx in range(-radius, radius + 1):
for dy in range(-radius, radius + 1):
nx, ny = x + dx, y + dy
if (nx, ny) != (x, y) and hex_distance(x, y, nx, ny) <= radius:
tiles.append((nx, ny))
return tiles
def get_opposite_direction(direction: int) -> int:
"""Get the opposite direction (180 degrees).
Example:
>>> get_opposite_direction(0) # East
3 # West
"""
return (direction + 3) % 6