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Add FOV algorithm for Hex grids.
[plomrogue2-experiments] / server_ / map_.py
1 import sys
2 sys.path.append('../')
3 import game_common
4 import server_.game
5
6
7 class Map(game_common.Map):
8
9     def __getitem__(self, yx):
10         return self.terrain[self.get_position_index(yx)]
11
12     def __setitem__(self, yx, c):
13         pos_i = self.get_position_index(yx)
14         self.terrain = self.terrain[:pos_i] + c + self.terrain[pos_i + 1:]
15
16     def __iter__(self):
17         """Iterate over YX position coordinates."""
18         for y in range(self.size[0]):
19             for x in range(self.size[1]):
20                 yield [y, x]
21
22     @property
23     def geometry(self):
24         return self.__class__.__name__[3:]
25
26     def lines(self):
27         width = self.size[1]
28         for y in range(self.size[0]):
29             yield (y, self.terrain[y * width:(y + 1) * width])
30
31     def get_fov_map(self, yx):
32         # TODO: Currently only have MapFovHex. Provide MapFovSquare.
33         fov_map_class = map_manager.get_map_class('Fov' + self.geometry)
34         return fov_map_class(self, yx)
35
36     # The following is used nowhere, so not implemented.
37     #def items(self):
38     #    for y in range(self.size[0]):
39     #        for x in range(self.size[1]):
40     #            yield ([y, x], self.terrain[self.get_position_index([y, x])])
41
42     def get_directions(self):
43         directions = []
44         for name in dir(self):
45             if name[:5] == 'move_':
46                 directions += [name[5:]]
47         return directions
48
49     def new_from_shape(self, init_char):
50         import copy
51         new_map = copy.deepcopy(self)
52         for pos in new_map:
53             new_map[pos] = init_char
54         return new_map
55
56     def move(self, start_pos, direction):
57         mover = getattr(self, 'move_' + direction)
58         new_pos = mover(start_pos)
59         if new_pos[0] < 0 or new_pos[1] < 0 or \
60                 new_pos[0] >= self.size[0] or new_pos[1] >= self.size[1]:
61             raise server_.game.GameError('would move outside map bounds')
62         return new_pos
63
64     def move_LEFT(self, start_pos):
65         return [start_pos[0], start_pos[1] - 1]
66
67     def move_RIGHT(self, start_pos):
68         return [start_pos[0], start_pos[1] + 1]
69
70
71 class MapHex(Map):
72
73     # The following is used nowhere, so not implemented.
74     #def are_neighbors(self, pos_1, pos_2):
75     #    if pos_1[0] == pos_2[0] and abs(pos_1[1] - pos_2[1]) <= 1:
76     #        return True
77     #    elif abs(pos_1[0] - pos_2[0]) == 1:
78     #        if pos_1[0] % 2 == 0:
79     #            if pos_2[1] in (pos_1[1], pos_1[1] - 1):
80     #                return True
81     #        elif pos_2[1] in (pos_1[1], pos_1[1] + 1):
82     #            return True
83     #    return False
84
85     def move_UPLEFT(self, start_pos):
86         if start_pos[0] % 2 == 0:
87             return [start_pos[0] - 1, start_pos[1] - 1]
88         else:
89             return [start_pos[0] - 1, start_pos[1]]
90
91     def move_UPRIGHT(self, start_pos):
92         if start_pos[0] % 2 == 0:
93             return [start_pos[0] - 1, start_pos[1]]
94         else:
95             return [start_pos[0] - 1, start_pos[1] + 1]
96
97     def move_DOWNLEFT(self, start_pos):
98         if start_pos[0] % 2 == 0:
99             return [start_pos[0] + 1, start_pos[1] - 1]
100         else:
101             return [start_pos[0] + 1, start_pos[1]]
102
103     def move_DOWNRIGHT(self, start_pos):
104         if start_pos[0] % 2 == 0:
105             return [start_pos[0] + 1, start_pos[1]]
106         else:
107             return [start_pos[0] + 1, start_pos[1] + 1]
108
109
110 class MapFovHex(MapHex):
111
112     def __init__(self, source_map, yx):
113         self.source_map = source_map
114         self.size = self.source_map.size
115         self.terrain = '?' * self.size_i
116         self[yx] = '.'
117         self.shadow_angles = []
118         self.circle_out(yx, self.shadow_process_hex)
119
120     def shadow_process_hex(self, yx, distance_to_center, dir_i, hex_i):
121         CIRCLE = 360  # Since we'll float anyways, number is actually arbitrary.
122
123         def correct_angle(angle):
124             if angle < 0:
125                 angle += CIRCLE
126             return angle
127
128         def under_shadow_angle(new_angle):
129             for old_angle in self.shadow_angles:
130                 if old_angle[0] >= new_angle[0] and \
131                     new_angle[1] >= old_angle[1]:
132                     #print('DEBUG shadowed by:', old_angle)
133                     return True
134             return False
135
136         def merge_angle(new_angle):
137             for old_angle in self.shadow_angles:
138                 if new_angle[0] > old_angle[0] and \
139                     new_angle[1] <= old_angle[0]:
140                     #print('DEBUG merging to', old_angle)
141                     old_angle[0] = new_angle[0]
142                     #print('DEBUG merged angle:', old_angle)
143                     return True
144                 if new_angle[1] < old_angle[1] and \
145                     new_angle[0] >= old_angle[1]:
146                     #print('DEBUG merging to', old_angle)
147                     old_angle[1] = new_angle[1]
148                     #print('DEBUG merged angle:', old_angle)
149                     return True
150             return False
151
152         def eval_angle(angle):
153             new_angle = [left_angle, right_angle]
154             #print('DEBUG ANGLE', angle, '(', step_size, distance_to_center, number_steps, ')')
155             if under_shadow_angle(angle):
156                 return
157             self[yx] = '.'
158             if not self.source_map[yx] == '.':
159                 #print('DEBUG throws shadow', angle)
160                 unmerged = True
161                 while merge_angle(angle):
162                     unmerged = False
163                 if unmerged:
164                     self.shadow_angles += [angle]
165
166         #print('DEBUG', yx)
167         step_size = (CIRCLE/6)/distance_to_center
168         number_steps = dir_i * distance_to_center + hex_i
169         left_angle = correct_angle(-(step_size/2) - step_size*number_steps)
170         right_angle = correct_angle(left_angle - step_size)
171         if right_angle > left_angle:
172             eval_angle([left_angle, 0])
173             eval_angle([CIRCLE, right_angle])
174         else:
175             eval_angle([left_angle, right_angle])
176
177     def circle_out(self, yx, f):
178
179         def move(pos, direction):
180             """Move position pos into direction. Return whether still in map."""
181             mover = getattr(self, 'move_' + direction)
182             pos[:] = mover(pos)
183             if pos[0] < 0 or pos[1] < 0 or \
184                pos[0] >= self.size[0] or pos[1] >= self.size[1]:
185                 return False
186             return True
187
188         directions = ('DOWNLEFT', 'LEFT', 'UPLEFT', 'UPRIGHT', 'RIGHT', 'DOWNRIGHT')
189         circle_in_map = True
190         distance = 1
191         first_direction = 'RIGHT'
192         yx = yx[:]
193         #print('DEBUG CIRCLE_OUT', yx)
194         while circle_in_map:
195             circle_in_map = False
196             move(yx, 'RIGHT')
197             for dir_i in range(len(directions)):
198                 for hex_i in range(distance):
199                     direction = directions[dir_i]
200                     if move(yx, direction):
201                         f(yx, distance, dir_i, hex_i)
202                         circle_in_map = True
203             distance += 1
204
205
206 class MapSquare(Map):
207
208     # The following is used nowhere, so not implemented.
209     #def are_neighbors(self, pos_1, pos_2):
210     #    return abs(pos_1[0] - pos_2[0]) <= 1 and abs(pos_1[1] - pos_2[1] <= 1)
211
212     def move_UP(self, start_pos):
213         return [start_pos[0] - 1, start_pos[1]]
214
215     def move_DOWN(self, start_pos):
216         return [start_pos[0] + 1, start_pos[1]]
217
218
219 map_manager = game_common.MapManager(globals())