- def __init__(self, source_map, center):
- self.source_map = source_map
- self.size = self.source_map.size
- self.fov_radius = 12 # (self.size.y / 2) - 0.5
- self.start_indented = True #source_map.start_indented
- self.terrain = '?' * self.size_i
- self.center = center
+ 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:
+ big_yx, little_yx = self.source_yxyx(yx)
+ source_map_segment += self.source_maps[big_yx][little_yx]
+ 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 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, *args, **kwargs):
+ super().__init__(*args, **kwargs)
+ self.terrain = '?' * self.size_i #self.size.y * self.size.x