From: Christian Heller Date: Sat, 19 Jan 2019 21:58:29 +0000 (+0100) Subject: Improve MapFovHex comments, variable names, ideas; add MapFovSquare. X-Git-Url: https://plomlompom.com/repos/%7B%7B%20web_path%20%7D%7D/do_day?a=commitdiff_plain;h=ff74c51e99384a7d290cf14788e13e52615164cc;p=plomrogue2-experiments Improve MapFovHex comments, variable names, ideas; add MapFovSquare. --- diff --git a/client.py b/client.py index db525ad..e02de21 100755 --- a/client.py +++ b/client.py @@ -14,7 +14,7 @@ class MapSquare(game_common.Map): map_lines = [] start_cut = 0 while start_cut < len(terrain): - limit = start_cut + self.game.world.map_.size[1] + limit = start_cut + self.size[1] map_lines += [terrain[start_cut:limit]] start_cut = limit return "\n".join(map_lines) diff --git a/server_/map_.py b/server_/map_.py index 444566d..6e14c5a 100644 --- a/server_/map_.py +++ b/server_/map_.py @@ -114,69 +114,81 @@ class MapFovHex(MapHex): self.size = self.source_map.size self.terrain = '?' * self.size_i self[yx] = '.' - self.shadow_angles = [] + self.shadow_cones = [] self.circle_out(yx, self.shadow_process_hex) - def shadow_process_hex(self, yx, distance_to_center, dir_i, hex_i): - # TODO: If no shadow_angles yet and self[yx] == '.', skip all. + def shadow_process_hex(self, yx, distance_to_center, dir_i, dir_progress): + # Possible optimization: If no shadow_cones yet and self[yx] == '.', + # skip all. CIRCLE = 360 # Since we'll float anyways, number is actually arbitrary. - def correct_angle(angle): - if angle < 0: - angle += CIRCLE - return angle + def correct_arm(arm): + if arm < 0: + arm += CIRCLE + return arm - def under_shadow_angle(new_angle): - for old_angle in self.shadow_angles: - if old_angle[0] >= new_angle[0] and \ - new_angle[1] >= old_angle[1]: - #print('DEBUG shadowed by:', old_angle) + def in_shadow_cone(new_cone): + for old_cone in self.shadow_cones: + if old_cone[0] >= new_cone[0] and \ + new_cone[1] >= old_cone[1]: + #print('DEBUG shadowed by:', old_cone) return True + # We might want to also shade hexes whose middle arm is inside a + # shadow cone for a darker FOV. Note that we then could not for + # optimization purposes rely anymore on the assumption that a + # shaded hex cannot add growth to existing shadow cones. return False - def merge_angle(new_angle): - for old_angle in self.shadow_angles: - if new_angle[0] > old_angle[0] and \ - new_angle[1] <= old_angle[0]: - #print('DEBUG merging to', old_angle) - old_angle[0] = new_angle[0] - #print('DEBUG merged angle:', old_angle) + 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]: + #print('DEBUG merging to', old_cone) + old_cone[0] = new_cone[0] + #print('DEBUG merged cone:', old_cone) return True - if new_angle[1] < old_angle[1] and \ - new_angle[0] >= old_angle[1]: - #print('DEBUG merging to', old_angle) - old_angle[1] = new_angle[1] - #print('DEBUG merged angle:', old_angle) + if new_cone[1] < old_cone[1] and \ + 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 True return False - def eval_angle(angle): - new_angle = [left_angle, right_angle] - #print('DEBUG ANGLE', angle, '(', step_size, distance_to_center, number_steps, ')') - if under_shadow_angle(angle): + 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[yx] = '.' if self.source_map[yx] != '.': - #print('DEBUG throws shadow', angle) + #print('DEBUG throws shadow', cone) unmerged = True - while merge_angle(angle): + while merge_cone(cone): unmerged = False if unmerged: - self.shadow_angles += [angle] + self.shadow_cones += [cone] #print('DEBUG', yx) step_size = (CIRCLE/6)/distance_to_center - number_steps = dir_i * distance_to_center + hex_i - left_angle = correct_angle(-(step_size/2) - step_size*number_steps) - right_angle = correct_angle(left_angle - step_size) - # TODO: derive left_angle from prev right_angle where possible - if right_angle > left_angle: - eval_angle([left_angle, 0]) - eval_angle([CIRCLE, right_angle]) + 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) + # Optimization potential: left cone could be derived from previous + # right cone. Better even: Precalculate all cones. + if right_arm > left_arm: + eval_cone([left_arm, 0]) + eval_cone([CIRCLE, right_arm]) else: - eval_angle([left_angle, right_angle]) + eval_cone([left_arm, right_arm]) def circle_out(self, yx, f): + # Optimization potential: Precalculate movement positions. (How to check + # circle_in_map then?) + # Optimization potential: Precalculate what hexes are shaded by what hex + # and skip evaluation of already shaded hexes. (This only works if hex + # shading implies they completely lie in existing shades; otherwise we + # would lose shade growth through hexes at shade borders.) def move(pos, direction): """Move position pos into direction. Return whether still in map.""" @@ -191,17 +203,16 @@ class MapFovHex(MapHex): directions = ('DOWNLEFT', 'LEFT', 'UPLEFT', 'UPRIGHT', 'RIGHT', 'DOWNRIGHT') circle_in_map = True distance = 1 - first_direction = 'RIGHT' yx = yx[:] #print('DEBUG CIRCLE_OUT', yx) while circle_in_map: circle_in_map = False move(yx, 'RIGHT') for dir_i in range(len(directions)): - for hex_i in range(distance): + for dir_progress in range(distance): direction = directions[dir_i] if move(yx, direction): - f(yx, distance, dir_i, hex_i) + f(yx, distance, dir_i, dir_progress) circle_in_map = True distance += 1 @@ -219,4 +230,102 @@ class MapSquare(Map): return [start_pos[0] + 1, start_pos[1]] +class MapFovSquare(MapSquare): + """Just a marginally and unsatisfyingly adapted variant of MapFovHex.""" + + def __init__(self, source_map, yx): + self.source_map = source_map + self.size = self.source_map.size + self.terrain = '?' * self.size_i + self[yx] = '.' + self.shadow_cones = [] + self.circle_out(yx, self.shadow_process_hex) + + def shadow_process_hex(self, yx, distance_to_center, dir_i, dir_progress): + CIRCLE = 360 # Since we'll float anyways, number is actually arbitrary. + + def correct_arm(arm): + if arm < 0: + arm += CIRCLE + return arm + + def in_shadow_cone(new_cone): + for old_cone in self.shadow_cones: + if old_cone[0] >= new_cone[0] and \ + new_cone[1] >= old_cone[1]: + #print('DEBUG shadowed by:', old_cone) + return True + return False + + 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]: + #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]: + #print('DEBUG merging to', old_cone) + old_cone[1] = new_cone[1] + #print('DEBUG merged cone:', old_cone) + return True + 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[yx] = '.' + if self.source_map[yx] != '.': + #print('DEBUG throws shadow', cone) + unmerged = True + while merge_cone(cone): + unmerged = False + if unmerged: + self.shadow_cones += [cone] + + #print('DEBUG', yx) + 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) + if right_arm > left_arm: + eval_cone([left_arm, 0]) + eval_cone([CIRCLE, right_arm]) + else: + eval_cone([left_arm, right_arm]) + + def circle_out(self, yx, f): + + def move(pos, direction): + """Move position pos into direction. Return whether still in map.""" + mover = getattr(self, 'move_' + direction) + pos[:] = mover(pos) + if pos[0] < 0 or pos[1] < 0 or \ + pos[0] >= self.size[0] or pos[1] >= self.size[1]: + return False + return True + + directions = (('DOWN', 'LEFT'), ('LEFT', 'UP'), + ('UP', 'RIGHT'), ('RIGHT', 'DOWN')) + circle_in_map = True + distance = 1 + yx = yx[:] + #print('DEBUG CIRCLE_OUT', yx) + while circle_in_map: + circle_in_map = False + move(yx, 'RIGHT') + for dir_i in range(len(directions)): + for dir_progress in range(distance): + direction = directions[dir_i] + move(yx, direction[0]) + if move(yx, direction[1]): + f(yx, distance, dir_i, dir_progress) + circle_in_map = True + distance += 1 + + map_manager = game_common.MapManager(globals())