X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=server_%2Fmap_.py;h=4f686edb32831fc50f79a02ec0855b0ac7502d1f;hb=HEAD;hp=836e540b75b89a4b99f3aa0b668d5f00e2a4951e;hpb=990fe3a33887e1f44c25884d7d45c71337efd2f4;p=plomrogue2-experiments diff --git a/server_/map_.py b/server_/map_.py index 836e540..4f686ed 100644 --- a/server_/map_.py +++ b/server_/map_.py @@ -3,6 +3,7 @@ sys.path.append('../') import game_common import server_.game import math +from server_.game_error import GameError class Map(game_common.Map): @@ -12,7 +13,10 @@ 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.""" @@ -30,9 +34,9 @@ class Map(game_common.Map): yield (y, self.terrain[y * width:(y + 1) * width]) def get_fov_map(self, yx): - # TODO: Currently only have MapFovHex. Provide MapFovSquare. - fov_map_class = map_manager.get_map_class('Fov' + self.geometry) - return fov_map_class(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): @@ -47,6 +51,21 @@ class Map(game_common.Map): 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) @@ -59,7 +78,7 @@ class Map(game_common.Map): 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): @@ -97,9 +116,9 @@ class MapHex(Map): def move_DOWNLEFT(self, start_pos): if start_pos[0] % 2 == 1: - return [start_pos[0] + 1, start_pos[1] - 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 == 1: @@ -108,7 +127,20 @@ class MapHex(Map): return [start_pos[0] + 1, start_pos[1] + 1] -class MapFovHex(MapHex): +class MapSquare(Map): + + # 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]] + + def move_DOWN(self, start_pos): + return [start_pos[0] + 1, start_pos[1]] + + +class FovMap: def __init__(self, source_map, yx): self.source_map = source_map @@ -172,7 +204,7 @@ class MapFovHex(MapHex): self.shadow_cones += [cone] #print('DEBUG', yx) - step_size = (CIRCLE/6) / distance_to_center + 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) @@ -184,6 +216,15 @@ class MapFovHex(MapHex): 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?) @@ -192,142 +233,38 @@ class MapFovHex(MapHex): # shading implies they completely lie in existing shades; otherwise we # would lose shade growth through hexes at shade borders.) - def move(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 - # TODO: Start circling only in earliest obstacle distance. - directions = ('DOWNLEFT', 'LEFT', 'UPLEFT', 'UPRIGHT', 'RIGHT', 'DOWNRIGHT') circle_in_map = True distance = 1 yx = yx[:] #print('DEBUG CIRCLE_OUT', yx) while circle_in_map: circle_in_map = False - move(yx, 'RIGHT') - for dir_i in range(len(directions)): + self.basic_circle_out_move(yx, 'RIGHT') + for dir_i in range(len(self.circle_out_directions)): for dir_progress in range(distance): - direction = directions[dir_i] - if move(yx, direction): + 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 MapSquare(Map): - - # 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]] - - def move_DOWN(self, start_pos): - return [start_pos[0] + 1, start_pos[1]] - - -class MapFovSquare(MapSquare): - """Just a marginally and unsatisfyingly adapted variant of MapFovHex.""" +class FovMapHex(FovMap, MapHex): + circle_out_directions = ('DOWNLEFT', 'LEFT', 'UPLEFT', + 'UPRIGHT', 'RIGHT', 'DOWNRIGHT') - 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 circle_out_move(self, yx, direction): + return self.basic_circle_out_move(yx, direction) - def shadow_process_hex(self, yx, distance_to_center, dir_i, dir_progress): - CIRCLE = 360 # Since we'll float anyways, number is actually arbitrary. - def correct_arm(arm): - if arm < 0: - arm += CIRCLE - return arm +class FovMapSquare(FovMap, MapSquare): + circle_out_directions = (('DOWN', 'LEFT'), ('LEFT', 'UP'), + ('UP', 'RIGHT'), ('RIGHT', 'DOWN')) - 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 - 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]: - #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]: - #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): - new_cone = [left_arm, right_arm] - #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 = fractions.Fraction(CIRCLE, 4) / 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) - if right_arm > left_arm: - eval_cone([left_arm, 0]) - eval_cone([CIRCLE, right_arm]) - else: - eval_cone([left_arm, right_arm]) - - def circle_out(self, yx, f): - - def move(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 - - directions = (('DOWN', 'LEFT'), ('LEFT', 'UP'), - ('UP', 'RIGHT'), ('RIGHT', 'DOWN')) - circle_in_map = True - distance = 1 - yx = yx[:] - #print('DEBUG CIRCLE_OUT', yx) - while circle_in_map: - circle_in_map = False - move(yx, 'RIGHT') - for dir_i in range(len(directions)): - for dir_progress in range(distance): - direction = directions[dir_i] - move(yx, direction[0]) - if move(yx, direction[1]): - f(yx, distance, dir_i, dir_progress) - circle_in_map = True - distance += 1 + 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))