def hunt_player(self):
visible_things = self.get_visible_things()
- offset = self.get_surroundings_offset()
target = None
for t in visible_things:
if t.type_ == 'human':
- target = t.position[1] - offset
+ target = t.position[1] - self.view_offset
break
if target is not None:
try:
- offset_self_pos = self.position[1] - offset
+ offset_self_pos = self.position[1] - self.view_offset
target_dir = self.move_on_dijkstra_map(offset_self_pos,
[target])
if target_dir is not None:
self.set_task('PICKUP', (id_,))
return True
visible_things = self.get_visible_things()
- offset = self.get_surroundings_offset()
food_targets = []
for t in visible_things:
if t.type_ == 'food':
- food_targets += [t.position[1] - offset]
- offset_self_pos = self.position[1] - offset
+ food_targets += [t.position[1] - self.view_offset]
+ offset_self_pos = self.position[1] - self.view_offset
target_dir = self.move_on_dijkstra_map(offset_self_pos,
food_targets)
if target_dir:
def unset_surroundings(self):
self._stencil = None
self._surrounding_map = None
- self._surroundings_offset = None
-
- def get_surroundings_offset(self):
- if self._surroundings_offset is not None:
- return self._surroundings_offset
- offset = YX(self.position[0].y * self.game.map_size.y +
- self.position[1].y - self._radius,
- self.position[0].x * self.game.map_size.x +
- self.position[1].x - self._radius)
- self._surroundings_offset = offset
- return self._surroundings_offset
+
+ @property
+ def view_offset(self):
+ return self.game.map_geometry.get_view_offset(self.game.map_size,
+ self.position,
+ self._radius)
def get_surrounding_map(self):
if self._surrounding_map is not None:
return self._surrounding_map
self._surrounding_map = Map(size=YX(self._radius*2+1, self._radius*2+1))
- offset = self.get_surroundings_offset()
for pos in self._surrounding_map:
- offset_pos = pos + offset
- absolutize = self.game.map_geometry.absolutize_coordinate
- big_yx, small_yx = absolutize(self.game.map_size, (0,0), offset_pos)
+ correct = self.game.map_geometry.correct_double_coordinate
+ big_yx, small_yx = correct(self.game.map_size, (0,0),
+ pos + self.view_offset)
map_ = self.game.get_map(big_yx, False)
if map_ is None:
map_ = Map(size=self.game.map_size)
def get_visible_things(self):
stencil = self.get_stencil()
- offset = self.get_surroundings_offset()
visible_things = []
for thing in self.game.things:
- pos = self.game.map_geometry.pos_in_projection(thing.position,
- offset,
- self.game.map_size)
+ pos = self.game.map_geometry.pos_in_view(thing.position,
+ self.view_offset,
+ self.game.map_size)
if pos.y < 0 or pos.x < 0 or\
pos.y >= stencil.size.y or pos.x >= stencil.size.x:
continue