def pos_in_view(self, pos, offset, maps_size):
return self.undouble_coordinate(maps_size, pos) - offset
+ def get_view(self, maps_size, get_map, radius, view_offset):
+ m = Map(size=YX(radius*2+1, radius*2+1)
+ for pos in m:
+ seen_pos = self.correct_double_coordinate(maps_size, (0,0),
+ pos + view_offset)
+ seen_map = get_map(seen_pos[0], False)
+ if seen_map is None:
+ seen_map = Map(size=maps_size)
+ m[pos] = seen_map[seen_pos[1]]
+ return m
+
+ def get_correcting_map_size(self, size, offset):
+ return size
+
def correct_double_coordinate(self, map_size, big_yx, little_yx):
def adapt_axis(axis):
return YX(start_pos.y + 1, start_pos.x + 1)
-
class FovMap(Map):
def __init__(self, source_map, center):
def unset_surroundings(self):
self._stencil = None
- self._surrounding_map = None
+ self._surroundings = None
@property
def view_offset(self):
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))
- for pos in self._surrounding_map:
- 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)
- self._surrounding_map[pos] = map_[small_yx]
- return self._surrounding_map
+ @property
+ def surroundings(self):
+ if self._surroundings is not None:
+ return self._surroundings
+ s = self.game.map_geometry.get_view(self.game.map_size,
+ self.game.get_map,
+ self._radius, self.view_offset)
+ self._surroundings = s
+ return self._surroundings
def get_stencil(self):
if self._stencil is not None:
return self._stencil
- surrounding_map = self.get_surrounding_map()
- m = Map(surrounding_map.size, ' ')
- for pos in surrounding_map:
- if surrounding_map[pos] in {'.', '~'}:
+ m = Map(self.surroundings.size, ' ')
+ for pos in self.surroundings:
+ if self.surroundings[pos] in {'.', '~'}:
m[pos] = '.'
fov_center = YX((m.size.y) // 2, m.size.x // 2)
self._stencil = FovMapHex(m, fov_center)
def get_visible_map(self):
stencil = self.get_stencil()
- m = Map(self.get_surrounding_map().size, ' ')
+ m = Map(self.surroundings.size, ' ')
for pos in m:
if stencil[pos] == '.':
- m[pos] = self._surrounding_map[pos]
+ m[pos] = self.surroundings[pos]
return m
def get_visible_things(self):