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Make terrain types configurable.
[plomrogue2]
/
plomrogue
/
mapping.py
diff --git
a/plomrogue/mapping.py
b/plomrogue/mapping.py
index 2b19f565378d278303a4b772bd599f4f94b9f4e8..e3c071f85251ae9e947183a474fe69d78294e2bf 100644
(file)
--- a/
plomrogue/mapping.py
+++ b/
plomrogue/mapping.py
@@
-165,7
+165,7
@@
class Map():
def __init__(self, map_geometry):
self.geometry = map_geometry
def __init__(self, map_geometry):
self.geometry = map_geometry
- self.terrain = '.' * self.size_i
+ self.terrain = '.' * self.size_i
# TODO: use Game.get_flatland()?
def __getitem__(self, yx):
return self.terrain[self.get_position_index(yx)]
def __getitem__(self, yx):
return self.terrain[self.get_position_index(yx)]
@@
-210,7
+210,9
@@
class Map():
class SourcedMap(Map):
class SourcedMap(Map):
- def __init__(self, things, source_maps, source_center, radius, get_map):
+ def __init__(self, block_chars, things, source_maps, source_center, radius,
+ get_map):
+ self.block_chars = block_chars
self.radius = radius
example_map = get_map(YX(0, 0))
self.source_geometry = example_map.geometry
self.radius = radius
example_map = get_map(YX(0, 0))
self.source_geometry = example_map.geometry
@@
-231,7
+233,7
@@
class SourcedMap(Map):
for yx in self: # TODO: iter and source_yxyx expensive, cache earlier?
big_yx, little_yx = self.source_yxyx(yx)
if big_yx in obstacles and little_yx in obstacles[big_yx]:
for yx in self: # TODO: iter and source_yxyx expensive, cache earlier?
big_yx, little_yx = self.source_yxyx(yx)
if big_yx in obstacles and little_yx in obstacles[big_yx]:
- self.source_map_segment +=
'X'
+ self.source_map_segment +=
self.block_chars[0]
else:
self.source_map_segment += source_maps[big_yx][little_yx]
else:
self.source_map_segment += source_maps[big_yx][little_yx]
@@
-270,7
+272,7
@@
class DijkstraMap(SourcedMap):
while shrunk:
shrunk = False
for i in range(self.size_i):
while shrunk:
shrunk = False
for i in range(self.size_i):
- if self.source_map_segment[i] in
'X='
:
+ if self.source_map_segment[i] in
self.block_chars
:
continue
neighbors = self.geometry.get_neighbors_i(i)
for direction in [d for d in neighbors if neighbors[d]]:
continue
neighbors = self.geometry.get_neighbors_i(i)
for direction in [d for d in neighbors if neighbors[d]]:
@@
-310,7
+312,8
@@
class FovMap(SourcedMap):
return self
def throws_shadow(self, yx):
return self
def throws_shadow(self, yx):
- return self.source_map_segment[self.get_position_index(yx)] == 'X'
+ return self.source_map_segment[self.get_position_index(yx)]\
+ in self.block_chars
def shadow_process(self, yx, distance_to_center, dir_i, dir_progress):
# Possible optimization: If no shadow_cones yet and self[yx] == '.',
def shadow_process(self, yx, distance_to_center, dir_i, dir_progress):
# Possible optimization: If no shadow_cones yet and self[yx] == '.',
@@
-377,8
+380,7
@@
class FovMap(SourcedMap):
return mover(pos)
def circle_out(self, yx, f):
return mover(pos)
def circle_out(self, yx, f):
- # Optimization potential: Precalculate movement positions. (How to check
- # circle_in_map then?)
+ # Optimization potential: Precalculate movement positions.
# Optimization potential: Precalculate what tiles are shaded by what tile
# and skip evaluation of already shaded tile. (This only works if tiles
# shading implies they completely lie in existing shades; otherwise we
# Optimization potential: Precalculate what tiles are shaded by what tile
# and skip evaluation of already shaded tile. (This only works if tiles
# shading implies they completely lie in existing shades; otherwise we