X-Git-Url: https://plomlompom.com/repos/berlin_corona.txt?a=blobdiff_plain;f=plomrogue%2Fmapping.py;h=7b7ad3c6680e56b0901c40e1ca6ba13c2d9781d1;hb=9f83e41901f23e282737e7344c84e8a692d05ef0;hp=6708b1bb34eadaa7f92f12fbbe25bf243a22d72a;hpb=67e907b0d43aaeaaa35b5f19cf85752f5b15b55a;p=plomrogue2 diff --git a/plomrogue/mapping.py b/plomrogue/mapping.py index 6708b1b..7b7ad3c 100644 --- a/plomrogue/mapping.py +++ b/plomrogue/mapping.py @@ -21,6 +21,7 @@ class MapGeometry(): def __init__(self, size): self.size = size self.neighbors_i = {} + self.directions = self.get_directions() def get_directions(self): directions = [] @@ -32,13 +33,13 @@ class MapGeometry(): def get_neighbors_yxyx(self, yxyx): neighbors = {} - for direction in self.get_directions(): + for direction in self.directions: neighbors[direction] = self.move_yxyx(yxyx, direction) return neighbors def get_neighbors_yx(self, pos): neighbors = {} - for direction in self.get_directions(): + for direction in self.directions: neighbors[direction] = self.move_yx(pos, direction) return neighbors @@ -164,7 +165,7 @@ class Map(): def __init__(self, map_geometry): self.geometry = map_geometry - self.terrain = '.' * self.size_i + self.terrain = '.' * self.size_i # TODO: use Game.get_flatland()? def __getitem__(self, yx): return self.terrain[self.get_position_index(yx)] @@ -209,31 +210,23 @@ class Map(): class SourcedMap(Map): - def __init__(self, things, source_maps, source_center, radius, get_map): - self.source_maps = source_maps + def __init__(self, block_chars, obstacle_positions, source_maps, + source_center, radius, get_map): + self.block_chars = block_chars self.radius = radius example_map = get_map(YX(0, 0)) self.source_geometry = example_map.geometry size, self.offset, self.center = \ self.source_geometry.define_segment(source_center, radius) self.geometry = self.source_geometry.__class__(size) - for yx in self: - big_yx, _ = self.source_yxyx(yx) - get_map(big_yx) self.source_map_segment = '' - obstacles = {} - for yxyx in [t.position for t in things if t.blocking]: - if yxyx == source_center: - continue - if yxyx[0] not in obstacles: - obstacles[yxyx[0]] = [] - obstacles[yxyx[0]] += [yxyx[1]] for yx in self: big_yx, little_yx = self.source_yxyx(yx) - if big_yx in obstacles and little_yx in obstacles[big_yx]: - self.source_map_segment += 'X' + get_map(big_yx) + if (big_yx, little_yx) in obstacle_positions: + self.source_map_segment += self.block_chars[0] else: - self.source_map_segment += self.source_maps[big_yx][little_yx] + self.source_map_segment += source_maps[big_yx][little_yx] def source_yxyx(self, yx): absolute_yx = yx + self.offset @@ -257,6 +250,12 @@ class SourcedMap(Map): class DijkstraMap(SourcedMap): def __init__(self, *args, **kwargs): + # TODO: check potential optimizations: + # - do a first pass circling out from the center + # - somehow ignore tiles that have the lowest possible value (we can + # compare with a precalculated map for given starting position) + # - check if Python offers more efficient data structures to use here + # - shorten radius to nearest possible target super().__init__(*args, **kwargs) self.terrain = [255] * self.size_i self[self.center] = 0 @@ -264,7 +263,7 @@ class DijkstraMap(SourcedMap): while shrunk: shrunk = False for i in range(self.size_i): - if self.source_map_segment[i] == 'X': + if self.source_map_segment[i] in self.block_chars: continue neighbors = self.geometry.get_neighbors_i(i) for direction in [d for d in neighbors if neighbors[d]]: @@ -294,10 +293,18 @@ class FovMap(SourcedMap): self.terrain = '?' * self.size_i self[self.center] = '.' self.shadow_cones = [] + #self.circle_out(self.center, self.shadow_process) + + def init_terrain(self): + # we outsource this to allow multiprocessing some stab at it, + # and return it since multiprocessing does not modify its + # processing sources self.circle_out(self.center, self.shadow_process) + return self def throws_shadow(self, yx): - return self.source_map_segment[self.get_position_index(yx)] == 'X' + return self.source_map_segment[self.get_position_index(yx)]\ + in self.block_chars def shadow_process(self, yx, distance_to_center, dir_i, dir_progress): # Possible optimization: If no shadow_cones yet and self[yx] == '.', @@ -364,8 +371,7 @@ class FovMap(SourcedMap): return mover(pos) def circle_out(self, yx, f): - # Optimization potential: Precalculate movement positions. (How to check - # circle_in_map then?) + # Optimization potential: Precalculate movement positions. # 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