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Use math.isclose() to fix FOV bug instead of expensive Fraction.
[plomrogue2-experiments] / server_ / map_.py
index 9dc96d0a3c304c0fe19f1e2df13f741ac84a4b3f..836e540b75b89a4b99f3aa0b668d5f00e2a4951e 100644 (file)
@@ -2,6 +2,7 @@ import sys
 sys.path.append('../')
 import game_common
 import server_.game
+import math
 
 
 class Map(game_common.Map):
@@ -19,11 +20,20 @@ class Map(game_common.Map):
             for x in range(self.size[1]):
                 yield [y, x]
 
+    @property
+    def geometry(self):
+        return self.__class__.__name__[3:]
+
     def lines(self):
         width = self.size[1]
         for y in range(self.size[0]):
             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)
+
     # The following is used nowhere, so not implemented.
     #def items(self):
     #    for y in range(self.size[0]):
@@ -61,46 +71,159 @@ class Map(game_common.Map):
 
 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:
+        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_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 MapFovHex(MapHex):
+
+    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/6) / 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 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.)
+
+        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)):
+                for dir_progress in range(distance):
+                    direction = directions[dir_i]
+                    if move(yx, direction):
+                        f(yx, distance, dir_i, dir_progress)
+                        circle_in_map = True
+            distance += 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]]
@@ -109,5 +232,102 @@ class MapSquare(Map):
         return [start_pos[0] + 1, start_pos[1]]
 
 
-def get_map_class(geometry):
-    return globals()['Map' + geometry]
+class MapFovSquare(MapSquare):
+    """Just a marginally and unsatisfyingly adapted variant of MapFovHex."""
+
+    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):
+        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
+            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
+
+
+map_manager = game_common.MapManager(globals())