From: Christian Heller Date: Sat, 19 Jan 2019 04:47:38 +0000 (+0100) Subject: Add FOV algorithm for Hex grids. X-Git-Url: https://plomlompom.com/repos/%7B%7B%20web_path%20%7D%7D/%7B%7Bprefix%7D%7D/static/%27%29;%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20chunks.push%28escapeHTML%28span%5B2%5D%29%29;%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20chunks.push%28%27?a=commitdiff_plain;h=0f71bc833fd242aa312d193dad752e63f5ad95cf;p=plomrogue2-experiments Add FOV algorithm for Hex grids. --- diff --git a/server_/game.py b/server_/game.py index 07dde9d..8068556 100644 --- a/server_/game.py +++ b/server_/game.py @@ -127,11 +127,7 @@ class Thing(game_common.Thing): def get_stencil(self): if self._stencil is not None: return self._stencil - m = self.world.map_.new_from_shape('?') - for pos in m: - if pos == self.position or m.are_neighbors(pos, self.position): - m[pos] = '.' - self._stencil = m + self._stencil = self.world.map_.get_fov_map(self.position) return self._stencil def get_visible_map(self): diff --git a/server_/map_.py b/server_/map_.py index 069af8d..d1aa538 100644 --- a/server_/map_.py +++ b/server_/map_.py @@ -28,6 +28,11 @@ class Map(game_common.Map): for y in range(self.size[0]): yield (y, self.terrain[y * width:(y + 1) * width]) + def get_fov_map(self, yx): + # TODO: Currently only have MapFovHex. Provide MapFovSquare. + fov_map_class = map_manager.get_map_class('Fov' + self.geometry) + return fov_map_class(self, yx) + # The following is used nowhere, so not implemented. #def items(self): # for y in range(self.size[0]): @@ -65,16 +70,17 @@ class Map(game_common.Map): class MapHex(Map): - def are_neighbors(self, pos_1, pos_2): - if pos_1[0] == pos_2[0] and abs(pos_1[1] - pos_2[1]) <= 1: - return True - elif abs(pos_1[0] - pos_2[0]) == 1: - if pos_1[0] % 2 == 0: - if pos_2[1] in (pos_1[1], pos_1[1] - 1): - return True - elif pos_2[1] in (pos_1[1], pos_1[1] + 1): - return True - return False + # The following is used nowhere, so not implemented. + #def are_neighbors(self, pos_1, pos_2): + # if pos_1[0] == pos_2[0] and abs(pos_1[1] - pos_2[1]) <= 1: + # return True + # elif abs(pos_1[0] - pos_2[0]) == 1: + # if pos_1[0] % 2 == 0: + # if pos_2[1] in (pos_1[1], pos_1[1] - 1): + # return True + # elif pos_2[1] in (pos_1[1], pos_1[1] + 1): + # return True + # return False def move_UPLEFT(self, start_pos): if start_pos[0] % 2 == 0: @@ -101,10 +107,107 @@ class MapHex(Map): return [start_pos[0] + 1, start_pos[1] + 1] +class MapFovHex(MapHex): + + def __init__(self, source_map, yx): + self.source_map = source_map + self.size = self.source_map.size + self.terrain = '?' * self.size_i + self[yx] = '.' + self.shadow_angles = [] + self.circle_out(yx, self.shadow_process_hex) + + def shadow_process_hex(self, yx, distance_to_center, dir_i, hex_i): + CIRCLE = 360 # Since we'll float anyways, number is actually arbitrary. + + def correct_angle(angle): + if angle < 0: + angle += CIRCLE + return angle + + def under_shadow_angle(new_angle): + for old_angle in self.shadow_angles: + if old_angle[0] >= new_angle[0] and \ + new_angle[1] >= old_angle[1]: + #print('DEBUG shadowed by:', old_angle) + return True + return False + + def merge_angle(new_angle): + for old_angle in self.shadow_angles: + if new_angle[0] > old_angle[0] and \ + new_angle[1] <= old_angle[0]: + #print('DEBUG merging to', old_angle) + old_angle[0] = new_angle[0] + #print('DEBUG merged angle:', old_angle) + return True + if new_angle[1] < old_angle[1] and \ + new_angle[0] >= old_angle[1]: + #print('DEBUG merging to', old_angle) + old_angle[1] = new_angle[1] + #print('DEBUG merged angle:', old_angle) + return True + return False + + def eval_angle(angle): + new_angle = [left_angle, right_angle] + #print('DEBUG ANGLE', angle, '(', step_size, distance_to_center, number_steps, ')') + if under_shadow_angle(angle): + return + self[yx] = '.' + if not self.source_map[yx] == '.': + #print('DEBUG throws shadow', angle) + unmerged = True + while merge_angle(angle): + unmerged = False + if unmerged: + self.shadow_angles += [angle] + + #print('DEBUG', yx) + step_size = (CIRCLE/6)/distance_to_center + number_steps = dir_i * distance_to_center + hex_i + left_angle = correct_angle(-(step_size/2) - step_size*number_steps) + right_angle = correct_angle(left_angle - step_size) + if right_angle > left_angle: + eval_angle([left_angle, 0]) + eval_angle([CIRCLE, right_angle]) + else: + eval_angle([left_angle, right_angle]) + + def circle_out(self, yx, f): + + def move(pos, direction): + """Move position pos into direction. Return whether still in map.""" + mover = getattr(self, 'move_' + direction) + pos[:] = mover(pos) + if pos[0] < 0 or pos[1] < 0 or \ + pos[0] >= self.size[0] or pos[1] >= self.size[1]: + return False + return True + + directions = ('DOWNLEFT', 'LEFT', 'UPLEFT', 'UPRIGHT', 'RIGHT', 'DOWNRIGHT') + circle_in_map = True + distance = 1 + first_direction = 'RIGHT' + yx = yx[:] + #print('DEBUG CIRCLE_OUT', yx) + while circle_in_map: + circle_in_map = False + move(yx, 'RIGHT') + for dir_i in range(len(directions)): + for hex_i in range(distance): + direction = directions[dir_i] + if move(yx, direction): + f(yx, distance, dir_i, hex_i) + circle_in_map = True + distance += 1 + + class MapSquare(Map): - def are_neighbors(self, pos_1, pos_2): - return abs(pos_1[0] - pos_2[0]) <= 1 and abs(pos_1[1] - pos_2[1] <= 1) + # The following is used nowhere, so not implemented. + #def are_neighbors(self, pos_1, pos_2): + # return abs(pos_1[0] - pos_2[0]) <= 1 and abs(pos_1[1] - pos_2[1] <= 1) def move_UP(self, start_pos): return [start_pos[0] - 1, start_pos[1]] @@ -113,8 +216,4 @@ class MapSquare(Map): return [start_pos[0] + 1, start_pos[1]] -def get_map_class(geometry): - return globals()['Map' + geometry] - - map_manager = game_common.MapManager(globals())