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Make terrain types configurable.
[plomrogue2] / plomrogue / mapping.py
index 2b19f565378d278303a4b772bd599f4f94b9f4e8..e3c071f85251ae9e947183a474fe69d78294e2bf 100644 (file)
@@ -165,7 +165,7 @@ 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)]
@@ -210,7 +210,9 @@ class Map():
 
 class SourcedMap(Map):
 
-    def __init__(self, things, source_maps, source_center, radius, get_map):
+    def __init__(self, block_chars, things, source_maps, source_center, radius,
+                 get_map):
+        self.block_chars = block_chars
         self.radius = radius
         example_map = get_map(YX(0, 0))
         self.source_geometry = example_map.geometry
@@ -231,7 +233,7 @@ class SourcedMap(Map):
         for yx in self:  # TODO: iter and source_yxyx expensive, cache earlier?
             big_yx, little_yx = self.source_yxyx(yx)
             if big_yx in obstacles and little_yx in obstacles[big_yx]:
-                self.source_map_segment += 'X'
+                self.source_map_segment += self.block_chars[0]
             else:
                 self.source_map_segment += source_maps[big_yx][little_yx]
 
@@ -270,7 +272,7 @@ class DijkstraMap(SourcedMap):
         while shrunk:
             shrunk = False
             for i in range(self.size_i):
-                if self.source_map_segment[i] in 'X=':
+                if self.source_map_segment[i] in self.block_chars:
                     continue
                 neighbors = self.geometry.get_neighbors_i(i)
                 for direction in [d for d in neighbors if neighbors[d]]:
@@ -310,7 +312,8 @@ class FovMap(SourcedMap):
         return self
 
     def throws_shadow(self, yx):
-        return self.source_map_segment[self.get_position_index(yx)] == 'X'
+        return self.source_map_segment[self.get_position_index(yx)]\
+            in self.block_chars
 
     def shadow_process(self, yx, distance_to_center, dir_i, dir_progress):
         # Possible optimization: If no shadow_cones yet and self[yx] == '.',
@@ -377,8 +380,7 @@ class FovMap(SourcedMap):
         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