7 class Map(game_common.Map):
9 def __getitem__(self, yx):
10 return self.terrain[self.get_position_index(yx)]
12 def __setitem__(self, yx, c):
13 pos_i = self.get_position_index(yx)
14 self.terrain = self.terrain[:pos_i] + c + self.terrain[pos_i + 1:]
17 """Iterate over YX position coordinates."""
18 for y in range(self.size[0]):
19 for x in range(self.size[1]):
24 return self.__class__.__name__[3:]
28 for y in range(self.size[0]):
29 yield (y, self.terrain[y * width:(y + 1) * width])
31 def get_fov_map(self, yx):
32 # TODO: Currently only have MapFovHex. Provide MapFovSquare.
33 fov_map_class = map_manager.get_map_class('Fov' + self.geometry)
34 return fov_map_class(self, yx)
36 # The following is used nowhere, so not implemented.
38 # for y in range(self.size[0]):
39 # for x in range(self.size[1]):
40 # yield ([y, x], self.terrain[self.get_position_index([y, x])])
42 def get_directions(self):
44 for name in dir(self):
45 if name[:5] == 'move_':
46 directions += [name[5:]]
49 def new_from_shape(self, init_char):
51 new_map = copy.deepcopy(self)
53 new_map[pos] = init_char
56 def move(self, start_pos, direction):
57 mover = getattr(self, 'move_' + direction)
58 new_pos = mover(start_pos)
59 if new_pos[0] < 0 or new_pos[1] < 0 or \
60 new_pos[0] >= self.size[0] or new_pos[1] >= self.size[1]:
61 raise server_.game.GameError('would move outside map bounds')
64 def move_LEFT(self, start_pos):
65 return [start_pos[0], start_pos[1] - 1]
67 def move_RIGHT(self, start_pos):
68 return [start_pos[0], start_pos[1] + 1]
73 # The following is used nowhere, so not implemented.
74 #def are_neighbors(self, pos_1, pos_2):
75 # if pos_1[0] == pos_2[0] and abs(pos_1[1] - pos_2[1]) <= 1:
77 # elif abs(pos_1[0] - pos_2[0]) == 1:
78 # if pos_1[0] % 2 == 0:
79 # if pos_2[1] in (pos_1[1], pos_1[1] - 1):
81 # elif pos_2[1] in (pos_1[1], pos_1[1] + 1):
85 def move_UPLEFT(self, start_pos):
86 if start_pos[0] % 2 == 1:
87 return [start_pos[0] - 1, start_pos[1] - 1]
89 return [start_pos[0] - 1, start_pos[1]]
91 def move_UPRIGHT(self, start_pos):
92 if start_pos[0] % 2 == 1:
93 return [start_pos[0] - 1, start_pos[1]]
95 return [start_pos[0] - 1, start_pos[1] + 1]
97 def move_DOWNLEFT(self, start_pos):
98 if start_pos[0] % 2 == 1:
99 return [start_pos[0] + 1, start_pos[1] - 1]
101 return [start_pos[0] + 1, start_pos[1]]
103 def move_DOWNRIGHT(self, start_pos):
104 if start_pos[0] % 2 == 1:
105 return [start_pos[0] + 1, start_pos[1]]
107 return [start_pos[0] + 1, start_pos[1] + 1]
110 class MapFovHex(MapHex):
112 def __init__(self, source_map, yx):
113 self.source_map = source_map
114 self.size = self.source_map.size
115 self.terrain = '?' * self.size_i
117 self.shadow_angles = []
118 self.circle_out(yx, self.shadow_process_hex)
120 def shadow_process_hex(self, yx, distance_to_center, dir_i, hex_i):
121 # TODO: If no shadow_angles yet and self[yx] == '.', skip all.
122 CIRCLE = 360 # Since we'll float anyways, number is actually arbitrary.
124 def correct_angle(angle):
129 def under_shadow_angle(new_angle):
130 for old_angle in self.shadow_angles:
131 if old_angle[0] >= new_angle[0] and \
132 new_angle[1] >= old_angle[1]:
133 #print('DEBUG shadowed by:', old_angle)
137 def merge_angle(new_angle):
138 for old_angle in self.shadow_angles:
139 if new_angle[0] > old_angle[0] and \
140 new_angle[1] <= old_angle[0]:
141 #print('DEBUG merging to', old_angle)
142 old_angle[0] = new_angle[0]
143 #print('DEBUG merged angle:', old_angle)
145 if new_angle[1] < old_angle[1] and \
146 new_angle[0] >= old_angle[1]:
147 #print('DEBUG merging to', old_angle)
148 old_angle[1] = new_angle[1]
149 #print('DEBUG merged angle:', old_angle)
153 def eval_angle(angle):
154 new_angle = [left_angle, right_angle]
155 #print('DEBUG ANGLE', angle, '(', step_size, distance_to_center, number_steps, ')')
156 if under_shadow_angle(angle):
159 if self.source_map[yx] != '.':
160 #print('DEBUG throws shadow', angle)
162 while merge_angle(angle):
165 self.shadow_angles += [angle]
168 step_size = (CIRCLE/6)/distance_to_center
169 number_steps = dir_i * distance_to_center + hex_i
170 left_angle = correct_angle(-(step_size/2) - step_size*number_steps)
171 right_angle = correct_angle(left_angle - step_size)
172 # TODO: derive left_angle from prev right_angle where possible
173 if right_angle > left_angle:
174 eval_angle([left_angle, 0])
175 eval_angle([CIRCLE, right_angle])
177 eval_angle([left_angle, right_angle])
179 def circle_out(self, yx, f):
181 def move(pos, direction):
182 """Move position pos into direction. Return whether still in map."""
183 mover = getattr(self, 'move_' + direction)
185 if pos[0] < 0 or pos[1] < 0 or \
186 pos[0] >= self.size[0] or pos[1] >= self.size[1]:
190 # TODO: Start circling only in earliest obstacle distance.
191 directions = ('DOWNLEFT', 'LEFT', 'UPLEFT', 'UPRIGHT', 'RIGHT', 'DOWNRIGHT')
194 first_direction = 'RIGHT'
196 #print('DEBUG CIRCLE_OUT', yx)
198 circle_in_map = False
200 for dir_i in range(len(directions)):
201 for hex_i in range(distance):
202 direction = directions[dir_i]
203 if move(yx, direction):
204 f(yx, distance, dir_i, hex_i)
209 class MapSquare(Map):
211 # The following is used nowhere, so not implemented.
212 #def are_neighbors(self, pos_1, pos_2):
213 # return abs(pos_1[0] - pos_2[0]) <= 1 and abs(pos_1[1] - pos_2[1] <= 1)
215 def move_UP(self, start_pos):
216 return [start_pos[0] - 1, start_pos[1]]
218 def move_DOWN(self, start_pos):
219 return [start_pos[0] + 1, start_pos[1]]
222 map_manager = game_common.MapManager(globals())