def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.fov_map_class = FovMapSquare
+ self.dijkstra_map_class = DijkstraMapSquare
+
+ def define_segment(self, source_center, radius):
+ size = YX(2 * radius + 1, 2 * radius + 1)
+ offset = YX(source_center.y - radius, source_center.x - radius)
+ center = YX(radius, radius)
+ return size, offset, center
def move_UP(self, start_pos):
return YX(start_pos.y - 1, start_pos.x)
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.fov_map_class = FovMapHex
+ self.dijkstra_map_class = DijkstraMapHex
+
+ def define_segment(self, source_center, radius):
+ indent = 1 if (source_center.y % 2) else 0
+ size = YX(2 * radius + 1 + indent, 2 * radius + 1)
+ offset = YX(source_center.y - radius - indent, source_center.x - radius)
+ center = YX(radius + indent, radius)
+ return size, offset, center
def move_UPLEFT(self, start_pos):
start_indented = start_pos.y % 2
-class FovMap(Map):
+class SourcedMap(Map):
+
+ def __init__(self, source_map, source_center, radius):
+ self.source_map = source_map
+ self.radius = radius
+ self.size, self.offset, self.center = \
+ self.geometry_class.define_segment(None, source_center, radius)
+ self.geometry = self.geometry_class(self.size)
+
+ def source_yx(self, yx, check=False):
+ source_yx = yx + self.offset
+ if check and not self.source_map.inside(source_yx):
+ return False
+ return source_yx
+
+ def target_yx(self, yx, check=False):
+ target_yx = yx - self.offset
+ if check and not self.inside(target_yx):
+ return False
+ return target_yx
+
+
+
+class DijkstraMap(SourcedMap):
+
+ def __init__(self, *args, **kwargs):
+ super().__init__(*args, **kwargs)
+ self.terrain = [255] * self.size_i
+ self[self.center] = 0
+ shrunk = True
+ source_map_segment = ''
+ for yx in self:
+ yx_in_source = self.source_yx(yx, True)
+ if yx_in_source:
+ source_map_segment += self.source_map[yx_in_source]
+ else:
+ source_map_segment += 'X'
+ while shrunk:
+ shrunk = False
+ for i in range(self.size_i):
+ if source_map_segment[i] == 'X':
+ continue
+ neighbors = self.geometry.get_neighbors_i(i)
+ for direction in [d for d in neighbors if neighbors[d]]:
+ j = neighbors[direction]
+ if self.terrain[j] < self.terrain[i] - 1:
+ self.terrain[i] = self.terrain[j] + 1
+ shrunk = True
+ #print('DEBUG Dijkstra')
+ #line_to_print = []
+ #x = 0
+ #for n in self.terrain:
+ # line_to_print += ['%3s' % n]
+ # x += 1
+ # if x >= self.size.x:
+ # x = 0
+ # print(' '.join(line_to_print))
+ # line_to_print = []
+
+
+
+class DijkstraMapHex(DijkstraMap):
+ geometry_class = MapGeometryHex
+
+
+
+class DijkstraMapSquare(DijkstraMap):
+ geometry_class = MapGeometrySquare
+
+
+
+class FovMap(SourcedMap):
# TODO: player visibility asymmetrical (A can see B when B can't see A):
# does this make sense, or not?
- def __init__(self, source_map, source_center):
- self.source_map = source_map
- self.fov_radius = 12
- self.set_size_offset_center(source_center)
+ def __init__(self, *args, **kwargs):
+ super().__init__(*args, **kwargs)
self.terrain = '?' * self.size.y * self.size.x
self[self.center] = '.'
- self.geometry = self.geometry_class(self.size)
- self[self.center] = '.'
self.shadow_cones = []
self.circle_out(self.center, self.shadow_process)
def throws_shadow(self, source_yx):
return self.source_map[source_yx] == 'X'
- def source_yx(self, yx):
- source_yx = yx + self.offset
- if not self.source_map.inside(source_yx):
- return False
- return source_yx
-
def shadow_process(self, yx, source_yx, distance_to_center, dir_i, dir_progress):
# Possible optimization: If no shadow_cones yet and self[yx] == '.',
# skip all.
circle_in_map = True
distance = 1
yx = YX(yx.y, yx.x)
- while distance <= self.fov_radius:
+ while distance <= self.radius:
yx = self.basic_circle_out_move(yx, 'RIGHT')
for dir_i in range(len(self.circle_out_directions)):
for dir_progress in range(distance):
direction = self.circle_out_directions[dir_i]
yx = self.circle_out_move(yx, direction)
- source_yx = self.source_yx(yx)
+ source_yx = self.source_yx(yx, True)
if source_yx:
f(yx, source_yx, distance, dir_i, dir_progress)
distance += 1
'UPRIGHT', 'RIGHT', 'DOWNRIGHT')
geometry_class = MapGeometryHex
- def set_size_offset_center(self, source_center):
- indent = 1 if (source_center.y % 2) else 0
- self.size = YX(2 * self.fov_radius + 1 + indent,
- 2 * self.fov_radius + 1)
- self.offset = YX(source_center.y - self.fov_radius - indent,
- source_center.x - self.fov_radius)
- self.center = YX(self.fov_radius + indent, self.fov_radius)
-
def circle_out_move(self, yx, direction):
return self.basic_circle_out_move(yx, direction)
('UP', 'RIGHT'), ('RIGHT', 'DOWN'))
geometry_class = MapGeometrySquare
- def set_size_offset_center(self, source_center):
- self.size = YX(2 * self.fov_radius + 1, 2 * self.fov_radius + 1)
- self.offset = YX(source_center.y - self.fov_radius,
- source_center.x - self.fov_radius)
- self.center = YX(self.fov_radius, self.fov_radius)
-
def circle_out_move(self, yx, direction):
yx = self.basic_circle_out_move(yx, direction[0])
return self.basic_circle_out_move(yx, direction[1])