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Use circle-out passes for DijkstraMap, refactor with FovMap code.
[plomrogue2] / plomrogue / mapping.py
index 97f788bf59c52d6b992b25b083f22a5259afc5bd..29078d87c0b9d71ef9ee2d8616e862888b73f705 100644 (file)
@@ -21,6 +21,7 @@ class MapGeometry():
     def __init__(self, size):
         self.size = size
         self.neighbors_i = {}
+        self.directions = self.get_directions()
 
     def get_directions(self):
         directions = []
@@ -32,13 +33,13 @@ class MapGeometry():
 
     def get_neighbors_yxyx(self, yxyx):
         neighbors = {}
-        for direction in self.get_directions():
+        for direction in self.directions:
             neighbors[direction] = self.move_yxyx(yxyx, direction)
         return neighbors
 
     def get_neighbors_yx(self, pos):
         neighbors = {}
-        for direction in self.get_directions():
+        for direction in self.directions:
             neighbors[direction] = self.move_yx(pos, direction)
         return neighbors
 
@@ -84,6 +85,10 @@ class MapGeometry():
         x = big_yx.x * self.size.x + little_yx.x
         return YX(y, x)
 
+    def basic_circle_out_move(self, position, direction):
+        mover = getattr(self, 'move__' + direction)
+        return mover(position)
+
 
 
 class MapGeometryWithLeftRightMoves(MapGeometry):
@@ -97,10 +102,12 @@ class MapGeometryWithLeftRightMoves(MapGeometry):
 
 
 class MapGeometrySquare(MapGeometryWithLeftRightMoves):
+    circle_out_directions = (('DOWN', 'LEFT'), ('LEFT', 'UP'),
+                             ('UP', 'RIGHT'), ('RIGHT', 'DOWN'))
 
-    def __init__(self, *args, **kwargs):
-        super().__init__(*args, **kwargs)
-        self.fov_map_class = FovMapSquare
+    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])
 
     def define_segment(self, source_center, radius):
         source_center = self.undouble_yxyx(*source_center)
@@ -117,10 +124,11 @@ class MapGeometrySquare(MapGeometryWithLeftRightMoves):
 
 
 class MapGeometryHex(MapGeometryWithLeftRightMoves):
+    circle_out_directions = ('DOWNLEFT', 'LEFT', 'UPLEFT',
+                             'UPRIGHT', 'RIGHT', 'DOWNRIGHT')
 
-    def __init__(self, *args, **kwargs):
-        super().__init__(*args, **kwargs)
-        self.fov_map_class = FovMapHex
+    def circle_out_move(self, yx, direction):
+        return self.basic_circle_out_move(yx, direction)
 
     def define_segment(self, source_center, radius):
         source_center = self.undouble_yxyx(*source_center)
@@ -164,7 +172,7 @@ class Map():
 
     def __init__(self, map_geometry):
         self.geometry = map_geometry
-        self.terrain = '.' * self.size_i
+        self.terrain = '.' * self.size_i  # TODO: use Game.get_flatland()?
 
     def __getitem__(self, yx):
         return self.terrain[self.get_position_index(yx)]
@@ -195,7 +203,7 @@ class Map():
         if width_line != width_map:
             raise ArgError('map line width %s unequal map width %s' % (width_line, width_map))
         self.terrain = self.terrain[:y * width_map] + line +\
-                       self.terrain[(y + 1) * width_map:]
+            self.terrain[(y + 1) * width_map:]
 
     def get_position_index(self, yx):
         return yx.y * self.geometry.size.x + yx.x
@@ -209,17 +217,23 @@ class Map():
 
 class SourcedMap(Map):
 
-    def __init__(self, source_maps, source_center, radius, get_map):
-        self.source_maps = source_maps
+    def __init__(self, block_chars, obstacle_positions, source_maps,
+                 source_center, radius, get_map):
+        self.block_chars = block_chars
         self.radius = radius
-        example_map = get_map(YX(0,0))
+        example_map = get_map(YX(0, 0))
         self.source_geometry = example_map.geometry
         size, self.offset, self.center = \
             self.source_geometry.define_segment(source_center, radius)
         self.geometry = self.source_geometry.__class__(size)
+        self.source_map_segment = ''
         for yx in self:
-            big_yx, _ = self.source_yxyx(yx)
+            big_yx, little_yx = self.source_yxyx(yx)
             get_map(big_yx)
+            if (big_yx, little_yx) in obstacle_positions:
+                self.source_map_segment += self.block_chars[0]
+            else:
+                self.source_map_segment += source_maps[big_yx][little_yx]
 
     def source_yxyx(self, yx):
         absolute_yx = yx + self.offset
@@ -243,35 +257,52 @@ class SourcedMap(Map):
 class DijkstraMap(SourcedMap):
 
     def __init__(self, *args, **kwargs):
+        # TODO: check potential optimizations:
+        # - somehow ignore tiles that have the lowest possible value (we can
+        #   compare with a precalculated map for given starting position)
+        # - check if Python offers more efficient data structures to use here
+        # - shorten radius to nearest possible target
         super().__init__(*args, **kwargs)
         self.terrain = [255] * self.size_i
         self[self.center] = 0
+
+        def work_tile(position_i):
+            shrunk_test = False
+            if self.source_map_segment[position_i] in self.block_chars:
+                return shrunk_test
+            neighbors = self.geometry.get_neighbors_i(position_i)
+            for direction in [d for d in neighbors if neighbors[d]]:
+                j = neighbors[direction]
+                if self.terrain[j] < self.terrain[position_i] - 1:
+                    self.terrain[position_i] = self.terrain[j] + 1
+                    shrunk_test = True
+            return shrunk_test
+
+        # TODO: refactor with FovMap.circle_out()
         shrunk = True
-        source_map_segment = ''
-        for yx in self:
-            big_yx, little_yx = self.source_yxyx(yx)
-            source_map_segment += self.source_maps[big_yx][little_yx]
         while shrunk:
             shrunk = False
-            for i in range(self.size_i):
-                if source_map_segment[i] == 'X':
-                    continue
-                neighbors = self.geometry.get_neighbors_i(i)
-                for direction in [d for d in neighbors if neighbors[d]]:
-                    j = neighbors[direction]
-                    if self.terrain[j] < self.terrain[i] - 1:
-                        self.terrain[i] = self.terrain[j] + 1
-                        shrunk = True
-        #print('DEBUG Dijkstra')
-        #line_to_print = []
-        #x = 0
-        #for n in self.terrain:
-        #    line_to_print += ['%3s' % n]
-        #    x += 1
-        #    if x >= self.size.x:
-        #        x = 0
-        #        print(' '.join(line_to_print))
-        #        line_to_print = []
+            yx = self.center
+            distance = 1
+            while distance <= self.radius:
+                yx = self.geometry.basic_circle_out_move(yx, 'RIGHT')
+                for dir_i in range(len(self.geometry.circle_out_directions)):
+                    for dir_progress in range(distance):
+                        direction = self.geometry.circle_out_directions[dir_i]
+                        yx = self.geometry.circle_out_move(yx, direction)
+                        position_i = self.get_position_index(yx)
+                        shrunk = True if work_tile(position_i) else shrunk
+                distance += 1
+        # print('DEBUG Dijkstra')
+        # line_to_print = []
+        # x = 0
+        # for n in self.terrain:
+        #     line_to_print += ['%3s' % n]
+        #     x += 1
+        #     if x >= self.geometry.size.x:
+        #         x = 0
+        #         print(' '.join(line_to_print))
+        #         line_to_print = []
 
 
 
@@ -281,15 +312,23 @@ class FovMap(SourcedMap):
 
     def __init__(self, *args, **kwargs):
         super().__init__(*args, **kwargs)
-        self.terrain = '?' * self.size_i #self.size.y * self.size.x
+        self.terrain = '?' * self.size_i
         self[self.center] = '.'
         self.shadow_cones = []
+        #self.circle_out(self.center, self.shadow_process)
+
+    def init_terrain(self):
+        # we outsource this to allow multiprocessing some stab at it,
+        # and return it since multiprocessing does not modify its
+        # processing sources
         self.circle_out(self.center, self.shadow_process)
+        return self
 
-    def throws_shadow(self, big_yx, little_yx):
-        return self.source_maps[big_yx][little_yx] == 'X'
+    def throws_shadow(self, yx):
+        return self.source_map_segment[self.get_position_index(yx)]\
+            in self.block_chars
 
-    def shadow_process(self, yx, source_yxyx, distance_to_center, dir_i, dir_progress):
+    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.
@@ -302,7 +341,7 @@ class FovMap(SourcedMap):
         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]:
+                   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
@@ -329,16 +368,17 @@ class FovMap(SourcedMap):
             if in_shadow_cone(cone):
                 return
             self[yx] = '.'
-            if self.throws_shadow(*source_yxyx):
+            if self.throws_shadow(yx):
                 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
+        step_size = (CIRCLE / len(self.geometry.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)
+        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
@@ -349,13 +389,8 @@ class FovMap(SourcedMap):
         else:
             eval_cone([left_arm, right_arm])
 
-    def basic_circle_out_move(self, pos, direction):
-        mover = getattr(self.geometry, 'move__' + direction)
-        return mover(pos)
-
     def circle_out(self, yx, f):
-        # Optimization potential: Precalculate movement positions. (How to check
-        # circle_in_map then?)
+        # Optimization potential: Precalculate movement positions.
         # 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
@@ -363,30 +398,10 @@ class FovMap(SourcedMap):
         distance = 1
         yx = YX(yx.y, yx.x)
         while distance <= self.radius:
-            yx = self.basic_circle_out_move(yx, 'RIGHT')
-            for dir_i in range(len(self.circle_out_directions)):
+            yx = self.geometry.basic_circle_out_move(yx, 'RIGHT')
+            for dir_i in range(len(self.geometry.circle_out_directions)):
                 for dir_progress in range(distance):
-                    direction = self.circle_out_directions[dir_i]
-                    yx = self.circle_out_move(yx, direction)
-                    source_yxyx = self.source_yxyx(yx)
-                    f(yx, source_yxyx, distance, dir_i, dir_progress)
+                    direction = self.geometry.circle_out_directions[dir_i]
+                    yx = self.geometry.circle_out_move(yx, direction)
+                    f(yx, distance, dir_i, dir_progress)
             distance += 1
-
-
-
-class FovMapHex(FovMap):
-    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):
-    circle_out_directions = (('DOWN', 'LEFT'), ('LEFT', 'UP'),
-                             ('UP', 'RIGHT'), ('RIGHT', 'DOWN'))
-
-    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])