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Refactor and optimize FOV algorithm.
[plomrogue2-experiments] / server_ / map_.py
1 import sys
2 sys.path.append('../')
3 import game_common
4 import server_.game
5 import math
6
7
8 class Map(game_common.Map):
9
10     def __getitem__(self, yx):
11         return self.terrain[self.get_position_index(yx)]
12
13     def __setitem__(self, yx, c):
14         pos_i = self.get_position_index(yx)
15         if type(c) == str:
16             self.terrain = self.terrain[:pos_i] + c + self.terrain[pos_i + 1:]
17         else:
18             self.terrain[pos_i] = c
19
20     def __iter__(self):
21         """Iterate over YX position coordinates."""
22         for y in range(self.size[0]):
23             for x in range(self.size[1]):
24                 yield [y, x]
25
26     @property
27     def geometry(self):
28         return self.__class__.__name__[3:]
29
30     def lines(self):
31         width = self.size[1]
32         for y in range(self.size[0]):
33             yield (y, self.terrain[y * width:(y + 1) * width])
34
35     def get_fov_map(self, yx):
36         fov_class_name = 'Fov' + self.__class__.__name__
37         fov_class = globals()[fov_class_name]
38         return fov_class(self, yx)
39
40     # The following is used nowhere, so not implemented.
41     #def items(self):
42     #    for y in range(self.size[0]):
43     #        for x in range(self.size[1]):
44     #            yield ([y, x], self.terrain[self.get_position_index([y, x])])
45
46     def get_directions(self):
47         directions = []
48         for name in dir(self):
49             if name[:5] == 'move_':
50                 directions += [name[5:]]
51         return directions
52
53     def get_neighbors(self, pos):
54         neighbors = {}
55         if not hasattr(self, 'neighbors_to'):
56             self.neighbors_to = {}
57         if pos in self.neighbors_to:
58             return self.neighbors_to[pos]
59         for direction in self.get_directions():
60             neighbors[direction] = None
61             try:
62                 neighbors[direction] = self.move(pos, direction)
63             except server_.game.GameError:
64                 pass
65         self.neighbors_to[pos] = neighbors
66         return neighbors
67
68     def new_from_shape(self, init_char):
69         import copy
70         new_map = copy.deepcopy(self)
71         for pos in new_map:
72             new_map[pos] = init_char
73         return new_map
74
75     def move(self, start_pos, direction):
76         mover = getattr(self, 'move_' + direction)
77         new_pos = mover(start_pos)
78         if new_pos[0] < 0 or new_pos[1] < 0 or \
79                 new_pos[0] >= self.size[0] or new_pos[1] >= self.size[1]:
80             raise server_.game.GameError('would move outside map bounds')
81         return new_pos
82
83     def move_LEFT(self, start_pos):
84         return [start_pos[0], start_pos[1] - 1]
85
86     def move_RIGHT(self, start_pos):
87         return [start_pos[0], start_pos[1] + 1]
88
89
90 class MapHex(Map):
91
92     # The following is used nowhere, so not implemented.
93     #def are_neighbors(self, pos_1, pos_2):
94     #    if pos_1[0] == pos_2[0] and abs(pos_1[1] - pos_2[1]) <= 1:
95     #        return True
96     #    elif abs(pos_1[0] - pos_2[0]) == 1:
97     #        if pos_1[0] % 2 == 0:
98     #            if pos_2[1] in (pos_1[1], pos_1[1] - 1):
99     #                return True
100     #        elif pos_2[1] in (pos_1[1], pos_1[1] + 1):
101     #            return True
102     #    return False
103
104     def move_UPLEFT(self, start_pos):
105         if start_pos[0] % 2 == 1:
106             return [start_pos[0] - 1, start_pos[1] - 1]
107         else:
108             return [start_pos[0] - 1, start_pos[1]]
109
110     def move_UPRIGHT(self, start_pos):
111         if start_pos[0] % 2 == 1:
112             return [start_pos[0] - 1, start_pos[1]]
113         else:
114             return [start_pos[0] - 1, start_pos[1] + 1]
115
116     def move_DOWNLEFT(self, start_pos):
117         if start_pos[0] % 2 == 1:
118              return [start_pos[0] + 1, start_pos[1] - 1]
119         else:
120                return [start_pos[0] + 1, start_pos[1]]
121
122     def move_DOWNRIGHT(self, start_pos):
123         if start_pos[0] % 2 == 1:
124             return [start_pos[0] + 1, start_pos[1]]
125         else:
126             return [start_pos[0] + 1, start_pos[1] + 1]
127
128
129 class MapSquare(Map):
130
131     # The following is used nowhere, so not implemented.
132     #def are_neighbors(self, pos_1, pos_2):
133     #    return abs(pos_1[0] - pos_2[0]) <= 1 and abs(pos_1[1] - pos_2[1] <= 1)
134
135     def move_UP(self, start_pos):
136         return [start_pos[0] - 1, start_pos[1]]
137
138     def move_DOWN(self, start_pos):
139         return [start_pos[0] + 1, start_pos[1]]
140
141
142 class FovMap:
143
144     def __init__(self, source_map, yx):
145         self.source_map = source_map
146         self.size = self.source_map.size
147         self.terrain = '?' * self.size_i
148         self[yx] = '.'
149         self.shadow_cones = []
150         self.circle_out(yx, self.shadow_process_hex)
151
152     def shadow_process_hex(self, yx, distance_to_center, dir_i, dir_progress):
153         # Possible optimization: If no shadow_cones yet and self[yx] == '.',
154         # skip all.
155         CIRCLE = 360  # Since we'll float anyways, number is actually arbitrary.
156
157         def correct_arm(arm):
158             if arm < 0:
159                 arm += CIRCLE
160             return arm
161
162         def in_shadow_cone(new_cone):
163             for old_cone in self.shadow_cones:
164                 if old_cone[0] >= new_cone[0] and \
165                     new_cone[1] >= old_cone[1]:
166                     #print('DEBUG shadowed by:', old_cone)
167                     return True
168                 # We might want to also shade hexes whose middle arm is inside a
169                 # shadow cone for a darker FOV. Note that we then could not for
170                 # optimization purposes rely anymore on the assumption that a
171                 # shaded hex cannot add growth to existing shadow cones.
172             return False
173
174         def merge_cone(new_cone):
175             for old_cone in self.shadow_cones:
176                 if new_cone[0] > old_cone[0] and \
177                     (new_cone[1] < old_cone[0] or
178                      math.isclose(new_cone[1], old_cone[0])):
179                     #print('DEBUG merging to', old_cone)
180                     old_cone[0] = new_cone[0]
181                     #print('DEBUG merged cone:', old_cone)
182                     return True
183                 if new_cone[1] < old_cone[1] and \
184                     (new_cone[0] > old_cone[1] or
185                      math.isclose(new_cone[0], old_cone[1])):
186                     #print('DEBUG merging to', old_cone)
187                     old_cone[1] = new_cone[1]
188                     #print('DEBUG merged cone:', old_cone)
189                     return True
190             return False
191
192         def eval_cone(cone):
193             #print('DEBUG CONE', cone, '(', step_size, distance_to_center, number_steps, ')')
194             if in_shadow_cone(cone):
195                 return
196             self[yx] = '.'
197             if self.source_map[yx] != '.':
198                 #print('DEBUG throws shadow', cone)
199                 unmerged = True
200                 while merge_cone(cone):
201                     unmerged = False
202                 if unmerged:
203                     self.shadow_cones += [cone]
204
205         #print('DEBUG', yx)
206         step_size = (CIRCLE/len(self.circle_out_directions)) / distance_to_center
207         number_steps = dir_i * distance_to_center + dir_progress
208         left_arm = correct_arm(-(step_size/2) - step_size*number_steps)
209         right_arm = correct_arm(left_arm - step_size)
210         # Optimization potential: left cone could be derived from previous
211         # right cone. Better even: Precalculate all cones.
212         if right_arm > left_arm:
213             eval_cone([left_arm, 0])
214             eval_cone([CIRCLE, right_arm])
215         else:
216             eval_cone([left_arm, right_arm])
217
218     def basic_circle_out_move(self, pos, direction):
219         """Move position pos into direction. Return whether still in map."""
220         mover = getattr(self, 'move_' + direction)
221         pos[:] = mover(pos)
222         if pos[0] < 0 or pos[1] < 0 or \
223             pos[0] >= self.size[0] or pos[1] >= self.size[1]:
224             return False
225         return True
226
227     def circle_out(self, yx, f):
228         # Optimization potential: Precalculate movement positions. (How to check
229         # circle_in_map then?)
230         # Optimization potential: Precalculate what hexes are shaded by what hex
231         # and skip evaluation of already shaded hexes. (This only works if hex
232         # shading implies they completely lie in existing shades; otherwise we
233         # would lose shade growth through hexes at shade borders.)
234
235         # TODO: Start circling only in earliest obstacle distance.
236         circle_in_map = True
237         distance = 1
238         yx = yx[:]
239         #print('DEBUG CIRCLE_OUT', yx)
240         while circle_in_map:
241             circle_in_map = False
242             self.basic_circle_out_move(yx, 'RIGHT')
243             for dir_i in range(len(self.circle_out_directions)):
244                 for dir_progress in range(distance):
245                     direction = self.circle_out_directions[dir_i]
246                     if self.circle_out_move(yx, direction):
247                         f(yx, distance, dir_i, dir_progress)
248                         circle_in_map = True
249             distance += 1
250
251
252 class FovMapHex(FovMap, MapHex):
253     circle_out_directions = ('DOWNLEFT', 'LEFT', 'UPLEFT',
254                              'UPRIGHT', 'RIGHT', 'DOWNRIGHT')
255
256     def circle_out_move(self, yx, direction):
257         return self.basic_circle_out_move(yx, direction)
258
259
260 class FovMapSquare(FovMap, MapSquare):
261     circle_out_directions = (('DOWN', 'LEFT'), ('LEFT', 'UP'),
262                              ('UP', 'RIGHT'), ('RIGHT', 'DOWN'))
263
264     def circle_out_move(self, yx, direction):
265         self.basic_circle_out_move(yx, direction[0])
266         return self.basic_circle_out_move(yx, direction[1])
267
268
269 map_manager = game_common.MapManager((MapHex, MapSquare))