"""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