+
+
+
+class FovMap(Map):
+
+ def __init__(self, source_map, center):
+ self.source_map = source_map
+ self.size = self.source_map.size
+ self.fov_radius = (self.size.y / 2) - 0.5
+ self.start_indented = True #source_map.start_indented
+ self.terrain = '?' * self.size_i
+ self.center = center
+ self[self.center] = '.'
+ self.shadow_cones = []
+ self.geometry = self.geometry_class(self.size)
+ self.circle_out(self.center, self.shadow_process)
+
+ def shadow_process(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 > CIRCLE:
+ 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]:
+ return True
+ # We might want to also shade tiles 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 tile cannot add growth to existing shadow cones.
+ return False
+
+ def merge_cone(new_cone):
+ import math
+ 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])):
+ old_cone[0] = new_cone[0]
+ 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])):
+ old_cone[1] = new_cone[1]
+ return True
+ return False
+
+ def eval_cone(cone):
+ if in_shadow_cone(cone):
+ return
+ self[yx] = '.'
+ if self.source_map[yx] == 'X':
+ unmerged = True
+ while merge_cone(cone):
+ unmerged = False
+ if unmerged:
+ self.shadow_cones += [cone]
+
+ 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, CIRCLE])
+ eval_cone([0, 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.geometry, 'move_' + direction)
+ pos = mover(pos) #, self.start_indented)
+ if pos.y < 0 or pos.x < 0 or \
+ pos.y >= self.size.y or pos.x >= self.size.x:
+ return pos, False
+ return pos, True
+
+ def circle_out(self, yx, f):
+ # Optimization potential: Precalculate movement positions. (How to check
+ # circle_in_map then?)
+ # Optimization potential: Precalculate what tiles are shaded by what tile
+ # and skip evaluation of already shaded tile. (This only works if tiles
+ # shading implies they completely lie in existing shades; otherwise we
+ # would lose shade growth through tiles at shade borders.)
+ circle_in_map = True
+ distance = 1
+ yx = YX(yx.y, yx.x)
+ while circle_in_map:
+ if distance > self.fov_radius:
+ break
+ circle_in_map = False
+ yx, _ = self.basic_circle_out_move(yx, 'RIGHT')
+ for dir_i in range(len(self.circle_out_directions)):
+ for dir_progress in range(distance):
+ direction = self.circle_out_directions[dir_i]
+ yx, test = self.circle_out_move(yx, direction)
+ if test:
+ f(yx, distance, dir_i, dir_progress)
+ circle_in_map = True
+ distance += 1
+
+
+
+class FovMapHex(FovMap):
+ circle_out_directions = ('DOWNLEFT', 'LEFT', 'UPLEFT',
+ 'UPRIGHT', 'RIGHT', 'DOWNRIGHT')
+ geometry_class = MapGeometryHex
+
+ def circle_out_move(self, yx, direction):
+ return self.basic_circle_out_move(yx, direction)
+
+
+
+class FovMapSquare(FovMap):
+ circle_out_directions = (('DOWN', 'LEFT'), ('LEFT', 'UP'),
+ ('UP', 'RIGHT'), ('RIGHT', 'DOWN'))
+ geometry_class = MapGeometrySquare
+
+ def circle_out_move(self, yx, direction):
+ yx, _ = self.basic_circle_out_move(yx, direction[0])
+ return self.basic_circle_out_move(yx, direction[1])