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Persist Thing names, simplify their client info display.
[plomrogue2] / plomrogue / mapping.py
index e0a59d8e225f56af79b0b516bb7f6e366de164a4..01c10e893c872322c44e7dab1c8bc571d270bf16 100644 (file)
@@ -20,6 +20,7 @@ class MapGeometry():
 
     def __init__(self, size):
         self.size = size
+        self.neighbors_i = {}
 
     def get_directions(self):
         directions = []
@@ -34,6 +35,21 @@ class MapGeometry():
             neighbors[direction] = self.move(pos, direction)
         return neighbors
 
+    def get_neighbors_i(self, i):
+        if i in self.neighbors_i:
+            return self.neighbors_i[i]
+        pos = YX(i // self.size.x, i % self.size.x)
+        neighbors_pos = self.get_neighbors(pos)
+        neighbors_i = {}
+        for direction in neighbors_pos:
+            pos = neighbors_pos[direction]
+            if pos is None:
+                neighbors_i[direction] = None
+            else:
+                neighbors_i[direction] = pos.y * self.size.x + pos.x
+        self.neighbors_i[i] = neighbors_i
+        return self.neighbors_i[i]
+
     def move(self, start_pos, direction):
         mover = getattr(self, 'move_' + direction)
         target = mover(start_pos)
@@ -56,6 +72,10 @@ class MapGeometryWithLeftRightMoves(MapGeometry):
 
 class MapGeometrySquare(MapGeometryWithLeftRightMoves):
 
+    def __init__(self, *args, **kwargs):
+        super().__init__(*args, **kwargs)
+        self.fov_map_class = FovMapSquare
+
     def move_UP(self, start_pos):
         return YX(start_pos.y - 1, start_pos.x)
 
@@ -63,9 +83,12 @@ class MapGeometrySquare(MapGeometryWithLeftRightMoves):
         return YX(start_pos.y + 1, start_pos.x)
 
 
-
 class MapGeometryHex(MapGeometryWithLeftRightMoves):
 
+    def __init__(self, *args, **kwargs):
+        super().__init__(*args, **kwargs)
+        self.fov_map_class = FovMapHex
+
     def move_UPLEFT(self, start_pos):
         start_indented = start_pos.y % 2
         if start_indented:
@@ -112,6 +135,12 @@ class Map():
         else:
             self.terrain[pos_i] = c
 
+    def __iter__(self):
+        """Iterate over YX position coordinates."""
+        for y in range(self.size.y):
+            for x in range(self.size.x):
+                yield YX(y, x)
+
     @property
     def size_i(self):
         return self.size.y * self.size.x
@@ -134,3 +163,134 @@ class Map():
         width = self.size.x
         for y in range(self.size.y):
             yield (y, self.terrain[y * width:(y + 1) * width])
+
+
+
+class FovMap(Map):
+    # FIXME: player visibility asymmetrical (A can see B when B can't see A)
+
+    def __init__(self, source_map, center):
+        self.source_map = source_map
+        self.size = self.source_map.size
+        self.fov_radius = 12 # (self.size.y / 2) - 0.5
+        self.start_indented = True  #source_map.start_indented
+        self.terrain = '?' * self.size_i
+        self.center = center
+        self[self.center] = '.'
+        self.shadow_cones = []
+        self.geometry = self.geometry_class(self.size)
+        self.circle_out(self.center, self.shadow_process)
+
+    def shadow_process(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 > CIRCLE:
+                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]:
+                    return True
+                # We might want to also shade tiles 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 tile cannot add growth to existing shadow cones.
+            return False
+
+        def merge_cone(new_cone):
+            import math
+            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])):
+                    old_cone[0] = new_cone[0]
+                    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])):
+                    old_cone[1] = new_cone[1]
+                    return True
+            return False
+
+        def eval_cone(cone):
+            if in_shadow_cone(cone):
+                return
+            self[yx] = '.'
+            if self.source_map[yx] == 'X':
+                unmerged = True
+                while merge_cone(cone):
+                    unmerged = False
+                if unmerged:
+                    self.shadow_cones += [cone]
+
+        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, CIRCLE])
+            eval_cone([0, 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.geometry, 'move_' + direction)
+        pos = mover(pos) #, self.start_indented)
+        if pos.y < 0 or pos.x < 0 or \
+            pos.y >= self.size.y or pos.x >= self.size.x:
+            return pos, False
+        return pos, True
+
+    def circle_out(self, yx, f):
+        # Optimization potential: Precalculate movement positions. (How to check
+        # circle_in_map then?)
+        # Optimization potential: Precalculate what tiles are shaded by what tile
+        # and skip evaluation of already shaded tile. (This only works if tiles
+        # shading implies they completely lie in existing shades; otherwise we
+        # would lose shade growth through tiles at shade borders.)
+        circle_in_map = True
+        distance = 1
+        yx = YX(yx.y, yx.x)
+        while circle_in_map:
+            if distance > self.fov_radius:
+                break
+            circle_in_map = False
+            yx, _ = self.basic_circle_out_move(yx, 'RIGHT')
+            for dir_i in range(len(self.circle_out_directions)):
+                for dir_progress in range(distance):
+                    direction = self.circle_out_directions[dir_i]
+                    yx, test = self.circle_out_move(yx, direction)
+                    if test:
+                        f(yx, distance, dir_i, dir_progress)
+                        circle_in_map = True
+            distance += 1
+
+
+
+class FovMapHex(FovMap):
+    circle_out_directions = ('DOWNLEFT', 'LEFT', 'UPLEFT',
+                             'UPRIGHT', 'RIGHT', 'DOWNRIGHT')
+    geometry_class = MapGeometryHex
+
+    def circle_out_move(self, yx, direction):
+        return self.basic_circle_out_move(yx, direction)
+
+
+
+class FovMapSquare(FovMap):
+    circle_out_directions = (('DOWN', 'LEFT'), ('LEFT', 'UP'),
+                             ('UP', 'RIGHT'), ('RIGHT', 'DOWN'))
+    geometry_class = MapGeometrySquare
+
+    def circle_out_move(self, yx, direction):
+        yx, _ = self.basic_circle_out_move(yx, direction[0])
+        return self.basic_circle_out_move(yx, direction[1])