From: Christian Heller Date: Wed, 30 Jan 2019 22:41:25 +0000 (+0100) Subject: Refactor. X-Git-Url: https://plomlompom.com/repos/%7B%7Bdb.prefix%7D%7D/static/%7B%7Bprefix%7D%7D/test?a=commitdiff_plain;h=77b74e4142ae2e8a3a5637af9856e26d86f8ec76;p=plomrogue2-experiments Refactor. --- diff --git a/server_/map_.py b/server_/map_.py index b59ecee..35d29c6 100644 --- a/server_/map_.py +++ b/server_/map_.py @@ -139,117 +139,6 @@ class MapHex(Map): return neighbors -class FovMapHex(MapHex): - - 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): - # 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_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 - # 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_cone(new_cone): - for old_cone in self.shadow_cones: - if new_cone[0] > old_cone[0] and \ - (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] 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 True - return False - - def eval_cone(cone): - #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/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) - # 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_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.""" - 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 - - # TODO: Start circling only in earliest obstacle distance. - directions = ('DOWNLEFT', 'LEFT', 'UPLEFT', 'UPRIGHT', 'RIGHT', 'DOWNRIGHT') - 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] - if move(yx, direction): - f(yx, distance, dir_i, dir_progress) - circle_in_map = True - distance += 1 - - class MapSquare(Map): # The following is used nowhere, so not implemented. @@ -276,8 +165,7 @@ class MapSquare(Map): return neighbors -class FovMapSquare(MapSquare): - """Just a marginally and unsatisfyingly adapted variant of MapFovHex.""" +class FovMap: def __init__(self, source_map, yx): self.source_map = source_map @@ -288,6 +176,8 @@ class FovMapSquare(MapSquare): self.circle_out(yx, self.shadow_process_hex) 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_arm(arm): @@ -301,6 +191,10 @@ class FovMapSquare(MapSquare): 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_cone(new_cone): @@ -322,7 +216,6 @@ class FovMapSquare(MapSquare): 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 @@ -336,44 +229,67 @@ class FovMapSquare(MapSquare): self.shadow_cones += [cone] #print('DEBUG', yx) - step_size = (CIRCLE/4) / distance_to_center + step_size = (CIRCLE/len(self.circle_out_directions)) / 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) + # 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_cone([left_arm, right_arm]) + def basic_circle_out_move(self, 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 + 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.""" - 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')) + # TODO: Start circling only in earliest obstacle distance. 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)): + self.basic_circle_out_move(yx, 'RIGHT') + for dir_i in range(len(self.circle_out_directions)): for dir_progress in range(distance): - direction = directions[dir_i] - move(yx, direction[0]) - if move(yx, direction[1]): + direction = self.circle_out_directions[dir_i] + if self.circle_out_move(yx, direction): f(yx, distance, dir_i, dir_progress) circle_in_map = True distance += 1 +class FovMapHex(FovMap, MapHex): + circle_out_directions = ('DOWNLEFT', 'LEFT', 'UPLEFT', + 'UPRIGHT', 'RIGHT', 'DOWNRIGHT') + + def circle_out_move(self, yx, direction): + return self.basic_circle_out_move(yx, direction) + + +class FovMapSquare(FovMap, MapSquare): + circle_out_directions = (('DOWN', 'LEFT'), ('LEFT', 'UP'), + ('UP', 'RIGHT'), ('RIGHT', 'DOWN')) + + def circle_out_move(self, yx, direction): + self.basic_circle_out_move(yx, direction[0]) + return self.basic_circle_out_move(yx, direction[1]) + + map_manager = game_common.MapManager((MapHex, MapSquare))