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Refactor.
authorChristian Heller <c.heller@plomlompom.de>
Wed, 30 Jan 2019 22:41:25 +0000 (23:41 +0100)
committerChristian Heller <c.heller@plomlompom.de>
Wed, 30 Jan 2019 22:41:25 +0000 (23:41 +0100)
server_/map_.py

index b59eceeee6174761ed8e6ffef87c84f53614f189..35d29c6b56da95fd2f25c4e35f4e85a3ff419da8 100644 (file)
@@ -139,117 +139,6 @@ class MapHex(Map):
         return neighbors
 
 
-class FovMapHex(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):
 
     # The following is used nowhere, so not implemented.
@@ -276,8 +165,7 @@ class MapSquare(Map):
         return neighbors
 
 
-class FovMapSquare(MapSquare):
-    """Just a marginally and unsatisfyingly adapted variant of MapFovHex."""
+class FovMap:
 
     def __init__(self, source_map, yx):
         self.source_map = source_map
@@ -288,6 +176,8 @@ class FovMapSquare(MapSquare):
         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):
@@ -301,6 +191,10 @@ class FovMapSquare(MapSquare):
                     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):
@@ -322,7 +216,6 @@ class FovMapSquare(MapSquare):
             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
@@ -336,44 +229,67 @@ class FovMapSquare(MapSquare):
                     self.shadow_cones += [cone]
 
         #print('DEBUG', yx)
-        step_size = (CIRCLE/4) / 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)
+        # 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.)
 
-        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'))
+        # 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
-            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]
-                    move(yx, direction[0])
-                    if move(yx, direction[1]):
+                    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((MapHex, MapSquare))