import pygame

pygame.init()

def Load_Texture(file, Size):
    # Loads the images for each tile type
    bitmap = pygame.image.load(file)
    bitmap = pygame.transform.scale(bitmap, (Size, Size))
    # And then draws it on the surface
    surface = pygame.Surface((Size, Size), pygame.HWSURFACE|pygame.SRCALPHA)
    surface.blit(bitmap, (0,0))
    return surface



class Tiles():

    def __init__(self):

        self.Size = 32

        # Special locations are towns, cities, caves, 
        self.Special_Location = []
        self.Special_Location_Types = ["7", "8", "9"]

        # Water, mountains, stone wall, 
        self.Blocked = []
        self.Blocked_Types = ["3","4", "10", "13"]

        Grass = Load_Texture("graphics\\grass.png", self.Size)
        Stone = Load_Texture("graphics\\stone.png", self.Size)
        Water = Load_Texture("graphics\\water.png", self.Size)
        Mountain = Load_Texture("graphics\\mountain.png", self.Size)
        Forest = Load_Texture("graphics\\forest.png", self.Size)
        Hill = Load_Texture("graphics\\hill.png", self.Size)
        Cave = Load_Texture("graphics\\cave.png", self.Size)
        Town = Load_Texture("graphics\\town.png", self.Size)
        Castle = Load_Texture("graphics\\castle.png", self.Size)
        StoneWall = Load_Texture("graphics\\stone_wall.png", self.Size)
        Brick = Load_Texture("graphics\\brick.png", self.Size)
        Rock = Load_Texture("graphics\\rock.png", self.Size)        

        self.Texture_Tags = {"1" : Grass, "2" : Stone, "3" : Water, "4" : Mountain, "5" : Forest, "6" : Hill, "7" : Cave, "8" : Town, "9" : Castle, "10" : StoneWall, "11" : Brick, "12" : Rock}
        self.Tile_Names = {"1" : "Grass", "2" : "Stone", "3" : "Water", "4" : "Mountain", "5" : "Forest", "6" : "Hill", "7" : "Cave", "8" : "Town", "9" : "Castle", "10" : "Stone Wall", "11" : "Brick", "12" : "Rock"}
  


    def Blocked_At(this, pos):
        if list(pos) in this.Blocked:
            return True
        else:
            return False

    def Special_Location_At(this, pos):
        if list(pos) in this.Special_Location:
            return True
        else:
            return False



    
    
  

f6ce4a3657982bf87ab577c3bcb9e994518d433f
<mask token>


class Tiles:

    def __init__(self):
        self.Size = 32
        self.Special_Location = []
        self.Special_Location_Types = ['7', '8', '9']
        self.Blocked = []
        self.Blocked_Types = ['3', '4', '10', '13']
        Grass = Load_Texture('graphics\\grass.png', self.Size)
        Stone = Load_Texture('graphics\\stone.png', self.Size)
        Water = Load_Texture('graphics\\water.png', self.Size)
        Mountain = Load_Texture('graphics\\mountain.png', self.Size)
        Forest = Load_Texture('graphics\\forest.png', self.Size)
        Hill = Load_Texture('graphics\\hill.png', self.Size)
        Cave = Load_Texture('graphics\\cave.png', self.Size)
        Town = Load_Texture('graphics\\town.png', self.Size)
        Castle = Load_Texture('graphics\\castle.png', self.Size)
        StoneWall = Load_Texture('graphics\\stone_wall.png', self.Size)
        Brick = Load_Texture('graphics\\brick.png', self.Size)
        Rock = Load_Texture('graphics\\rock.png', self.Size)
        self.Texture_Tags = {'1': Grass, '2': Stone, '3': Water, '4':
            Mountain, '5': Forest, '6': Hill, '7': Cave, '8': Town, '9':
            Castle, '10': StoneWall, '11': Brick, '12': Rock}
        self.Tile_Names = {'1': 'Grass', '2': 'Stone', '3': 'Water', '4':
            'Mountain', '5': 'Forest', '6': 'Hill', '7': 'Cave', '8':
            'Town', '9': 'Castle', '10': 'Stone Wall', '11': 'Brick', '12':
            'Rock'}
    <mask token>

    def Special_Location_At(this, pos):
        if list(pos) in this.Special_Location:
            return True
        else:
            return False

<mask token>


def Load_Texture(file, Size):
    bitmap = pygame.image.load(file)
    bitmap = pygame.transform.scale(bitmap, (Size, Size))
    surface = pygame.Surface((Size, Size), pygame.HWSURFACE | pygame.SRCALPHA)
    surface.blit(bitmap, (0, 0))
    return surface


class Tiles:

    def __init__(self):
        self.Size = 32
        self.Special_Location = []
        self.Special_Location_Types = ['7', '8', '9']
        self.Blocked = []
        self.Blocked_Types = ['3', '4', '10', '13']
        Grass = Load_Texture('graphics\\grass.png', self.Size)
        Stone = Load_Texture('graphics\\stone.png', self.Size)
        Water = Load_Texture('graphics\\water.png', self.Size)
        Mountain = Load_Texture('graphics\\mountain.png', self.Size)
        Forest = Load_Texture('graphics\\forest.png', self.Size)
        Hill = Load_Texture('graphics\\hill.png', self.Size)
        Cave = Load_Texture('graphics\\cave.png', self.Size)
        Town = Load_Texture('graphics\\town.png', self.Size)
        Castle = Load_Texture('graphics\\castle.png', self.Size)
        StoneWall = Load_Texture('graphics\\stone_wall.png', self.Size)
        Brick = Load_Texture('graphics\\brick.png', self.Size)
        Rock = Load_Texture('graphics\\rock.png', self.Size)
        self.Texture_Tags = {'1': Grass, '2': Stone, '3': Water, '4':
            Mountain, '5': Forest, '6': Hill, '7': Cave, '8': Town, '9':
            Castle, '10': StoneWall, '11': Brick, '12': Rock}
        self.Tile_Names = {'1': 'Grass', '2': 'Stone', '3': 'Water', '4':
            'Mountain', '5': 'Forest', '6': 'Hill', '7': 'Cave', '8':
            'Town', '9': 'Castle', '10': 'Stone Wall', '11': 'Brick', '12':
            'Rock'}

    def Blocked_At(this, pos):
        if list(pos) in this.Blocked:
            return True
        else:
            return False

    def Special_Location_At(this, pos):
        if list(pos) in this.Special_Location:
            return True
        else:
            return False

<mask token>
pygame.init()


def Load_Texture(file, Size):
    bitmap = pygame.image.load(file)
    bitmap = pygame.transform.scale(bitmap, (Size, Size))
    surface = pygame.Surface((Size, Size), pygame.HWSURFACE | pygame.SRCALPHA)
    surface.blit(bitmap, (0, 0))
    return surface


class Tiles:

    def __init__(self):
        self.Size = 32
        self.Special_Location = []
        self.Special_Location_Types = ['7', '8', '9']
        self.Blocked = []
        self.Blocked_Types = ['3', '4', '10', '13']
        Grass = Load_Texture('graphics\\grass.png', self.Size)
        Stone = Load_Texture('graphics\\stone.png', self.Size)
        Water = Load_Texture('graphics\\water.png', self.Size)
        Mountain = Load_Texture('graphics\\mountain.png', self.Size)
        Forest = Load_Texture('graphics\\forest.png', self.Size)
        Hill = Load_Texture('graphics\\hill.png', self.Size)
        Cave = Load_Texture('graphics\\cave.png', self.Size)
        Town = Load_Texture('graphics\\town.png', self.Size)
        Castle = Load_Texture('graphics\\castle.png', self.Size)
        StoneWall = Load_Texture('graphics\\stone_wall.png', self.Size)
        Brick = Load_Texture('graphics\\brick.png', self.Size)
        Rock = Load_Texture('graphics\\rock.png', self.Size)
        self.Texture_Tags = {'1': Grass, '2': Stone, '3': Water, '4':
            Mountain, '5': Forest, '6': Hill, '7': Cave, '8': Town, '9':
            Castle, '10': StoneWall, '11': Brick, '12': Rock}
        self.Tile_Names = {'1': 'Grass', '2': 'Stone', '3': 'Water', '4':
            'Mountain', '5': 'Forest', '6': 'Hill', '7': 'Cave', '8':
            'Town', '9': 'Castle', '10': 'Stone Wall', '11': 'Brick', '12':
            'Rock'}

    def Blocked_At(this, pos):
        if list(pos) in this.Blocked:
            return True
        else:
            return False

    def Special_Location_At(this, pos):
        if list(pos) in this.Special_Location:
            return True
        else:
            return False

import pygame
pygame.init()


def Load_Texture(file, Size):
    bitmap = pygame.image.load(file)
    bitmap = pygame.transform.scale(bitmap, (Size, Size))
    surface = pygame.Surface((Size, Size), pygame.HWSURFACE | pygame.SRCALPHA)
    surface.blit(bitmap, (0, 0))
    return surface


class Tiles:

    def __init__(self):
        self.Size = 32
        self.Special_Location = []
        self.Special_Location_Types = ['7', '8', '9']
        self.Blocked = []
        self.Blocked_Types = ['3', '4', '10', '13']
        Grass = Load_Texture('graphics\\grass.png', self.Size)
        Stone = Load_Texture('graphics\\stone.png', self.Size)
        Water = Load_Texture('graphics\\water.png', self.Size)
        Mountain = Load_Texture('graphics\\mountain.png', self.Size)
        Forest = Load_Texture('graphics\\forest.png', self.Size)
        Hill = Load_Texture('graphics\\hill.png', self.Size)
        Cave = Load_Texture('graphics\\cave.png', self.Size)
        Town = Load_Texture('graphics\\town.png', self.Size)
        Castle = Load_Texture('graphics\\castle.png', self.Size)
        StoneWall = Load_Texture('graphics\\stone_wall.png', self.Size)
        Brick = Load_Texture('graphics\\brick.png', self.Size)
        Rock = Load_Texture('graphics\\rock.png', self.Size)
        self.Texture_Tags = {'1': Grass, '2': Stone, '3': Water, '4':
            Mountain, '5': Forest, '6': Hill, '7': Cave, '8': Town, '9':
            Castle, '10': StoneWall, '11': Brick, '12': Rock}
        self.Tile_Names = {'1': 'Grass', '2': 'Stone', '3': 'Water', '4':
            'Mountain', '5': 'Forest', '6': 'Hill', '7': 'Cave', '8':
            'Town', '9': 'Castle', '10': 'Stone Wall', '11': 'Brick', '12':
            'Rock'}

    def Blocked_At(this, pos):
        if list(pos) in this.Blocked:
            return True
        else:
            return False

    def Special_Location_At(this, pos):
        if list(pos) in this.Special_Location:
            return True
        else:
            return False

import pygame

pygame.init()

def Load_Texture(file, Size):
    # Loads the images for each tile type
    bitmap = pygame.image.load(file)
    bitmap = pygame.transform.scale(bitmap, (Size, Size))
    # And then draws it on the surface
    surface = pygame.Surface((Size, Size), pygame.HWSURFACE|pygame.SRCALPHA)
    surface.blit(bitmap, (0,0))
    return surface



class Tiles():

    def __init__(self):

        self.Size = 32

        # Special locations are towns, cities, caves, 
        self.Special_Location = []
        self.Special_Location_Types = ["7", "8", "9"]

        # Water, mountains, stone wall, 
        self.Blocked = []
        self.Blocked_Types = ["3","4", "10", "13"]

        Grass = Load_Texture("graphics\\grass.png", self.Size)
        Stone = Load_Texture("graphics\\stone.png", self.Size)
        Water = Load_Texture("graphics\\water.png", self.Size)
        Mountain = Load_Texture("graphics\\mountain.png", self.Size)
        Forest = Load_Texture("graphics\\forest.png", self.Size)
        Hill = Load_Texture("graphics\\hill.png", self.Size)
        Cave = Load_Texture("graphics\\cave.png", self.Size)
        Town = Load_Texture("graphics\\town.png", self.Size)
        Castle = Load_Texture("graphics\\castle.png", self.Size)
        StoneWall = Load_Texture("graphics\\stone_wall.png", self.Size)
        Brick = Load_Texture("graphics\\brick.png", self.Size)
        Rock = Load_Texture("graphics\\rock.png", self.Size)        

        self.Texture_Tags = {"1" : Grass, "2" : Stone, "3" : Water, "4" : Mountain, "5" : Forest, "6" : Hill, "7" : Cave, "8" : Town, "9" : Castle, "10" : StoneWall, "11" : Brick, "12" : Rock}
        self.Tile_Names = {"1" : "Grass", "2" : "Stone", "3" : "Water", "4" : "Mountain", "5" : "Forest", "6" : "Hill", "7" : "Cave", "8" : "Town", "9" : "Castle", "10" : "Stone Wall", "11" : "Brick", "12" : "Rock"}
  


    def Blocked_At(this, pos):
        if list(pos) in this.Blocked:
            return True
        else:
            return False

    def Special_Location_At(this, pos):
        if list(pos) in this.Special_Location:
            return True
        else:
            return False



    
    
  
