sys.path.append('../')
import game_common
import server_.game
+import math
class Map(game_common.Map):
def __setitem__(self, yx, c):
pos_i = self.get_position_index(yx)
- self.terrain = self.terrain[:pos_i] + c + self.terrain[pos_i + 1:]
+ if type(c) == str:
+ self.terrain = self.terrain[:pos_i] + c + self.terrain[pos_i + 1:]
+ else:
+ self.terrain[pos_i] = c
def __iter__(self):
"""Iterate over YX position coordinates."""
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)
+ fov_class_name = 'Fov' + self.__class__.__name__
+ fov_class = globals()[fov_class_name]
+ return fov_class(self, yx)
# The following is used nowhere, so not implemented.
#def items(self):
def move_DOWNLEFT(self, start_pos):
if start_pos[0] % 2 == 1:
- return [start_pos[0] + 1, start_pos[1] - 1]
+ return [start_pos[0] + 1, start_pos[1] - 1]
else:
- return [start_pos[0] + 1, start_pos[1]]
+ return [start_pos[0] + 1, start_pos[1]]
def move_DOWNRIGHT(self, start_pos):
if start_pos[0] % 2 == 1:
else:
return [start_pos[0] + 1, start_pos[1] + 1]
+ def get_neighbors(self, pos):
+ # DOWNLEFT, DOWNRIGHT, LEFT, RIGHT, UPLEFT, UPRIGHT (alphabetically)
+ neighbors = [None, None, None, None, None, None] # e, d, c, x, s, w
+ if pos[1] > 0:
+ neighbors[2] = [pos[0], pos[1] - 1]
+ if pos[1] < self.size[1] - 1:
+ neighbors[3] = [pos[0], pos[1] + 1]
+ # x, c, s, d, w, e # 3->0, 2->1, 5->4, 0->5
+ if pos[0] % 2 == 1:
+ if pos[0] > 0 and pos[1] > 0:
+ neighbors[4] = [pos[0] - 1, pos[1] - 1]
+ if pos[0] < self.size[0] - 1 and pos[1] > 0:
+ neighbors[0] = [pos[0] + 1, pos[1] - 1]
+ if pos[0] > 0:
+ neighbors[5] = [pos[0] - 1, pos[1]]
+ if pos[0] < self.size[0] - 1:
+ neighbors[1] = [pos[0] + 1, pos[1]]
+ else:
+ if pos[0] > 0 and pos[1] < self.size[1] - 1:
+ neighbors[5] = [pos[0] - 1, pos[1] + 1]
+ if pos[0] < self.size[0] - 1 and pos[1] < self.size[1] - 1:
+ neighbors[1] = [pos[0] + 1, pos[1] + 1]
+ if pos[0] > 0:
+ neighbors[4] = [pos[0] - 1, pos[1]]
+ if pos[0] < self.size[0] - 1:
+ neighbors[0] = [pos[0] + 1, pos[1]]
+ return neighbors
+
-class MapFovHex(MapHex):
+class FovMapHex(MapHex):
def __init__(self, source_map, yx):
self.source_map = source_map
def merge_cone(new_cone):
for old_cone in self.shadow_cones:
if new_cone[0] > old_cone[0] and \
- new_cone[1] <= old_cone[0]:
+ (new_cone[1] < old_cone[0] or
+ math.isclose(new_cone[1], old_cone[0])):
#print('DEBUG merging to', old_cone)
old_cone[0] = new_cone[0]
#print('DEBUG merged cone:', old_cone)
return True
if new_cone[1] < old_cone[1] and \
- new_cone[0] >= old_cone[1]:
+ (new_cone[0] > old_cone[1] or
+ math.isclose(new_cone[0], old_cone[1])):
#print('DEBUG merging to', old_cone)
old_cone[1] = new_cone[1]
#print('DEBUG merged cone:', old_cone)
return False
def eval_cone(cone):
- new_cone = [left_arm, right_arm]
#print('DEBUG CONE', cone, '(', step_size, distance_to_center, number_steps, ')')
if in_shadow_cone(cone):
return
self.shadow_cones += [cone]
#print('DEBUG', yx)
- step_size = (CIRCLE/6)/distance_to_center
+ step_size = (CIRCLE/6) / distance_to_center
number_steps = dir_i * distance_to_center + dir_progress
left_arm = correct_arm(-(step_size/2) - step_size*number_steps)
right_arm = correct_arm(left_arm - step_size)
def move_DOWN(self, start_pos):
return [start_pos[0] + 1, start_pos[1]]
-
-class MapFovSquare(MapSquare):
+ def get_neighbors(self, pos):
+ # DOWN, LEFT, RIGHT, UP (alphabetically)
+ neighbors = [None, None, None, None]
+ if pos[0] > 0:
+ neighbors[3] = [pos[0] - 1, pos[1]]
+ if pos[1] > 0:
+ neighbors[1] = [pos[0], pos[1] - 1]
+ if pos[0] < self.size[0] - 1:
+ neighbors[0] = [pos[0] + 1, pos[1]]
+ if pos[1] < self.size[1] - 1:
+ neighbors[2] = [pos[0], pos[1] + 1]
+ return neighbors
+
+
+class FovMapSquare(MapSquare):
"""Just a marginally and unsatisfyingly adapted variant of MapFovHex."""
def __init__(self, source_map, yx):
def merge_cone(new_cone):
for old_cone in self.shadow_cones:
if new_cone[0] > old_cone[0] and \
- new_cone[1] <= old_cone[0]:
+ (new_cone[1] < old_cone[0] or
+ math.isclose(new_cone[1], old_cone[0])):
#print('DEBUG merging to', old_cone)
old_cone[0] = new_cone[0]
#print('DEBUG merged cone:', old_cone)
return True
if new_cone[1] < old_cone[1] and \
- new_cone[0] >= old_cone[1]:
+ (new_cone[0] > old_cone[1] or
+ math.isclose(new_cone[0], old_cone[1])):
#print('DEBUG merging to', old_cone)
old_cone[1] = new_cone[1]
#print('DEBUG merged cone:', old_cone)
self.shadow_cones += [cone]
#print('DEBUG', yx)
- step_size = (CIRCLE/4)/distance_to_center
+ step_size = (CIRCLE/4) / distance_to_center
number_steps = dir_i * distance_to_center + dir_progress
left_arm = correct_arm(-(step_size/2) - step_size*number_steps)
right_arm = correct_arm(left_arm - step_size)
distance += 1
-map_manager = game_common.MapManager(globals())
+map_manager = game_common.MapManager((MapHex, MapSquare))