sys.path.append('../')
import game_common
import server_.game
+import math
+from server_.game_error import GameError
class Map(game_common.Map):
def __setitem__(self, yx, c):
pos_i = self.get_position_index(yx)
- self.terrain = self.terrain[:pos_i] + c + self.terrain[pos_i + 1:]
+ if type(c) == str:
+ self.terrain = self.terrain[:pos_i] + c + self.terrain[pos_i + 1:]
+ else:
+ self.terrain[pos_i] = c
def __iter__(self):
"""Iterate over YX position coordinates."""
for y in range(self.size[0]):
yield (y, self.terrain[y * width:(y + 1) * width])
+ def get_fov_map(self, yx):
+ fov_class_name = 'Fov' + self.__class__.__name__
+ fov_class = globals()[fov_class_name]
+ return fov_class(self, yx)
+
# The following is used nowhere, so not implemented.
#def items(self):
# for y in range(self.size[0]):
directions += [name[5:]]
return directions
+ def get_neighbors(self, pos):
+ neighbors = {}
+ if not hasattr(self, 'neighbors_to'):
+ self.neighbors_to = {}
+ if pos in self.neighbors_to:
+ return self.neighbors_to[pos]
+ for direction in self.get_directions():
+ neighbors[direction] = None
+ try:
+ neighbors[direction] = self.move(pos, direction)
+ except GameError:
+ pass
+ self.neighbors_to[pos] = neighbors
+ return neighbors
+
def new_from_shape(self, init_char):
import copy
new_map = copy.deepcopy(self)
new_pos = mover(start_pos)
if new_pos[0] < 0 or new_pos[1] < 0 or \
new_pos[0] >= self.size[0] or new_pos[1] >= self.size[1]:
- raise server_.game.GameError('would move outside map bounds')
+ raise GameError('would move outside map bounds')
return new_pos
def move_LEFT(self, start_pos):
class MapHex(Map):
- def are_neighbors(self, pos_1, pos_2):
- if pos_1[0] == pos_2[0] and abs(pos_1[1] - pos_2[1]) <= 1:
- return True
- elif abs(pos_1[0] - pos_2[0]) == 1:
- if pos_1[0] % 2 == 0:
- if pos_2[1] in (pos_1[1], pos_1[1] - 1):
- return True
- elif pos_2[1] in (pos_1[1], pos_1[1] + 1):
- return True
- return False
+ # The following is used nowhere, so not implemented.
+ #def are_neighbors(self, pos_1, pos_2):
+ # if pos_1[0] == pos_2[0] and abs(pos_1[1] - pos_2[1]) <= 1:
+ # return True
+ # elif abs(pos_1[0] - pos_2[0]) == 1:
+ # if pos_1[0] % 2 == 0:
+ # if pos_2[1] in (pos_1[1], pos_1[1] - 1):
+ # return True
+ # elif pos_2[1] in (pos_1[1], pos_1[1] + 1):
+ # return True
+ # return False
def move_UPLEFT(self, start_pos):
- if start_pos[0] % 2 == 0:
+ if start_pos[0] % 2 == 1:
return [start_pos[0] - 1, start_pos[1] - 1]
else:
return [start_pos[0] - 1, start_pos[1]]
def move_UPRIGHT(self, start_pos):
- if start_pos[0] % 2 == 0:
+ if start_pos[0] % 2 == 1:
return [start_pos[0] - 1, start_pos[1]]
else:
return [start_pos[0] - 1, start_pos[1] + 1]
def move_DOWNLEFT(self, start_pos):
- if start_pos[0] % 2 == 0:
- return [start_pos[0] + 1, start_pos[1] - 1]
+ if start_pos[0] % 2 == 1:
+ return [start_pos[0] + 1, start_pos[1] - 1]
else:
- return [start_pos[0] + 1, start_pos[1]]
+ return [start_pos[0] + 1, start_pos[1]]
def move_DOWNRIGHT(self, start_pos):
- if start_pos[0] % 2 == 0:
+ if start_pos[0] % 2 == 1:
return [start_pos[0] + 1, start_pos[1]]
else:
return [start_pos[0] + 1, start_pos[1] + 1]
class MapSquare(Map):
- def are_neighbors(self, pos_1, pos_2):
- return abs(pos_1[0] - pos_2[0]) <= 1 and abs(pos_1[1] - pos_2[1] <= 1)
+ # The following is used nowhere, so not implemented.
+ #def are_neighbors(self, pos_1, pos_2):
+ # return abs(pos_1[0] - pos_2[0]) <= 1 and abs(pos_1[1] - pos_2[1] <= 1)
def move_UP(self, start_pos):
return [start_pos[0] - 1, start_pos[1]]
return [start_pos[0] + 1, start_pos[1]]
-def get_map_class(geometry):
- return globals()['Map' + geometry]
+class FovMap:
+
+ def __init__(self, source_map, yx):
+ self.source_map = source_map
+ self.size = self.source_map.size
+ self.terrain = '?' * self.size_i
+ self[yx] = '.'
+ self.shadow_cones = []
+ self.circle_out(yx, self.shadow_process_hex)
+
+ def shadow_process_hex(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 < 0:
+ 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]:
+ #print('DEBUG shadowed by:', old_cone)
+ return True
+ # We might want to also shade hexes 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 hex cannot add growth to existing shadow cones.
+ return False
+
+ def merge_cone(new_cone):
+ 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])):
+ #print('DEBUG merging to', old_cone)
+ old_cone[0] = new_cone[0]
+ #print('DEBUG merged cone:', old_cone)
+ 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])):
+ #print('DEBUG merging to', old_cone)
+ old_cone[1] = new_cone[1]
+ #print('DEBUG merged cone:', old_cone)
+ return True
+ return False
+
+ def eval_cone(cone):
+ #print('DEBUG CONE', cone, '(', step_size, distance_to_center, number_steps, ')')
+ if in_shadow_cone(cone):
+ return
+ self[yx] = '.'
+ if self.source_map[yx] != '.':
+ #print('DEBUG throws shadow', cone)
+ unmerged = True
+ while merge_cone(cone):
+ unmerged = False
+ if unmerged:
+ self.shadow_cones += [cone]
+
+ #print('DEBUG', yx)
+ 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, 0])
+ eval_cone([CIRCLE, 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, 'move_' + direction)
+ pos[:] = mover(pos)
+ if pos[0] < 0 or pos[1] < 0 or \
+ pos[0] >= self.size[0] or pos[1] >= self.size[1]:
+ return False
+ return True
+
+ def circle_out(self, yx, f):
+ # Optimization potential: Precalculate movement positions. (How to check
+ # circle_in_map then?)
+ # Optimization potential: Precalculate what hexes are shaded by what hex
+ # and skip evaluation of already shaded hexes. (This only works if hex
+ # shading implies they completely lie in existing shades; otherwise we
+ # would lose shade growth through hexes at shade borders.)
+
+ # TODO: Start circling only in earliest obstacle distance.
+ circle_in_map = True
+ distance = 1
+ yx = yx[:]
+ #print('DEBUG CIRCLE_OUT', yx)
+ while circle_in_map:
+ circle_in_map = False
+ 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]
+ if self.circle_out_move(yx, direction):
+ f(yx, distance, dir_i, dir_progress)
+ circle_in_map = True
+ distance += 1
+
+
+class FovMapHex(FovMap, MapHex):
+ 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, MapSquare):
+ circle_out_directions = (('DOWN', 'LEFT'), ('LEFT', 'UP'),
+ ('UP', 'RIGHT'), ('RIGHT', 'DOWN'))
+
+ def circle_out_move(self, yx, direction):
+ self.basic_circle_out_move(yx, direction[0])
+ return self.basic_circle_out_move(yx, direction[1])
-map_manager = game_common.MapManager(globals())
+map_manager = game_common.MapManager((MapHex, MapSquare))