def __init__(self, size):
self.size = size
+ self.neighbors_i = {}
def get_directions(self):
directions = []
+ prefix = 'move__'
for name in dir(self):
- if name[:5] == 'move_':
- directions += [name[5:]]
+ if name[:len(prefix)] == prefix:
+ directions += [name[len(prefix):]]
return directions
- def get_neighbors(self, pos):
+ def get_neighbors_yxyx(self, yxyx):
neighbors = {}
for direction in self.get_directions():
- neighbors[direction] = self.move(pos, direction)
+ neighbors[direction] = self.move_yxyx(yxyx, direction)
return neighbors
- def move(self, start_pos, direction):
- mover = getattr(self, 'move_' + direction)
- target = mover(start_pos)
+ def get_neighbors_yx(self, pos):
+ neighbors = {}
+ for direction in self.get_directions():
+ neighbors[direction] = self.move_yx(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_yx(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_yx(self, start_yx, direction, check=True):
+ mover = getattr(self, 'move__' + direction)
+ target = mover(start_yx)
+ # TODO refactor with SourcedMap.inside?
if target.y < 0 or target.x < 0 or \
- target.y >= self.size.y or target.x >= self.size.x:
+ target.y >= self.size.y or target.x >= self.size.x:
return None
return target
+ def move_yxyx(self, start_yxyx, direction):
+ mover = getattr(self, 'move__' + direction)
+ start_yx = self.undouble_yxyx(*start_yxyx)
+ target_yx = mover(start_yx)
+ return self.double_yx(target_yx)
+
+ def double_yx(self, absolute_yx):
+ big_y = absolute_yx.y // self.size.y
+ little_y = absolute_yx.y % self.size.y
+ big_x = absolute_yx.x // self.size.x
+ little_x = absolute_yx.x % self.size.x
+ return YX(big_y, big_x), YX(little_y, little_x)
+
+ def undouble_yxyx(self, big_yx, little_yx):
+ y = big_yx.y * self.size.y + little_yx.y
+ x = big_yx.x * self.size.x + little_yx.x
+ return YX(y, x)
+
class MapGeometryWithLeftRightMoves(MapGeometry):
- def move_LEFT(self, start_pos):
+ def move__LEFT(self, start_pos):
return YX(start_pos.y, start_pos.x - 1)
- def move_RIGHT(self, start_pos):
+ def move__RIGHT(self, start_pos):
return YX(start_pos.y, start_pos.x + 1)
super().__init__(*args, **kwargs)
self.fov_map_class = FovMapSquare
- def move_UP(self, start_pos):
+ def define_segment(self, source_center, radius):
+ source_center = self.undouble_yxyx(*source_center)
+ size = YX(2 * radius + 1, 2 * radius + 1)
+ offset = YX(source_center.y - radius, source_center.x - radius)
+ center = YX(radius, radius)
+ return size, offset, center
+
+ def move__UP(self, start_pos):
return YX(start_pos.y - 1, start_pos.x)
- def move_DOWN(self, start_pos):
+ def move__DOWN(self, start_pos):
return YX(start_pos.y + 1, start_pos.x)
super().__init__(*args, **kwargs)
self.fov_map_class = FovMapHex
- def move_UPLEFT(self, start_pos):
+ def define_segment(self, source_center, radius):
+ source_center = self.undouble_yxyx(*source_center)
+ indent = 1 if (source_center.y % 2) else 0
+ size = YX(2 * radius + 1 + indent, 2 * radius + 1)
+ offset = YX(source_center.y - radius - indent, source_center.x - radius)
+ center = YX(radius + indent, radius)
+ return size, offset, center
+
+ def move__UPLEFT(self, start_pos):
start_indented = start_pos.y % 2
if start_indented:
return YX(start_pos.y - 1, start_pos.x)
else:
return YX(start_pos.y - 1, start_pos.x - 1)
- def move_UPRIGHT(self, start_pos):
+ def move__UPRIGHT(self, start_pos):
start_indented = start_pos.y % 2
if start_indented:
return YX(start_pos.y - 1, start_pos.x + 1)
else:
return YX(start_pos.y - 1, start_pos.x)
- def move_DOWNLEFT(self, start_pos):
+ def move__DOWNLEFT(self, start_pos):
start_indented = start_pos.y % 2
if start_indented:
return YX(start_pos.y + 1, start_pos.x)
else:
return YX(start_pos.y + 1, start_pos.x - 1)
- def move_DOWNRIGHT(self, start_pos):
+ def move__DOWNRIGHT(self, start_pos):
start_indented = start_pos.y % 2
if start_indented:
return YX(start_pos.y + 1, start_pos.x + 1)
class Map():
- def __init__(self, map_size):
- self.size = map_size
+ def __init__(self, map_geometry):
+ self.geometry = map_geometry
self.terrain = '.' * self.size_i
def __getitem__(self, yx):
def __iter__(self):
"""Iterate over YX position coordinates."""
- for y in range(self.size.y):
- for x in range(self.size.x):
+ for y in range(self.geometry.size.y):
+ for x in range(self.geometry.size.x):
yield YX(y, x)
@property
def size_i(self):
- return self.size.y * self.size.x
+ return self.geometry.size.y * self.geometry.size.x
def set_line(self, y, line):
- height_map = self.size.y
- width_map = self.size.x
+ height_map = self.geometry.size.y
+ width_map = self.geometry.size.x
if y >= height_map:
raise ArgError('too large row number %s' % y)
width_line = len(line)
if width_line != width_map:
raise ArgError('map line width %s unequal map width %s' % (width_line, width_map))
self.terrain = self.terrain[:y * width_map] + line +\
- self.terrain[(y + 1) * width_map:]
+ self.terrain[(y + 1) * width_map:]
def get_position_index(self, yx):
- return yx.y * self.size.x + yx.x
+ return yx.y * self.geometry.size.x + yx.x
def lines(self):
- width = self.size.x
- for y in range(self.size.y):
+ width = self.geometry.size.x
+ for y in range(self.geometry.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)
+class SourcedMap(Map):
+
+ def __init__(self, things, source_maps, source_center, radius, get_map):
+ self.source_maps = source_maps
+ 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'
+ else:
+ self.source_map_segment += self.source_maps[big_yx][little_yx]
+
+ def source_yxyx(self, yx):
+ absolute_yx = yx + self.offset
+ big_yx, little_yx = self.source_geometry.double_yx(absolute_yx)
+ return big_yx, little_yx
+
+ def target_yx(self, big_yx, little_yx, check=False):
+ target_yx = self.source_geometry.undouble_yxyx(big_yx, little_yx) - self.offset
+ if check and not self.inside(target_yx):
+ return False
+ return target_yx
+
+ def inside(self, yx):
+ if yx.y < 0 or yx.x < 0 or \
+ yx.y >= self.geometry.size.y or yx.x >= self.geometry.size.x:
+ return False
+ return True
+
+
- 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
+class DijkstraMap(SourcedMap):
+
+ def __init__(self, *args, **kwargs):
+ super().__init__(*args, **kwargs)
+ self.terrain = [255] * self.size_i
+ self[self.center] = 0
+ shrunk = True
+ while shrunk:
+ shrunk = False
+ for i in range(self.size_i):
+ if self.source_map_segment[i] == 'X':
+ continue
+ neighbors = self.geometry.get_neighbors_i(i)
+ for direction in [d for d in neighbors if neighbors[d]]:
+ j = neighbors[direction]
+ if self.terrain[j] < self.terrain[i] - 1:
+ self.terrain[i] = self.terrain[j] + 1
+ shrunk = True
+ # print('DEBUG Dijkstra')
+ # line_to_print = []
+ # x = 0
+ # for n in self.terrain:
+ # line_to_print += ['%3s' % n]
+ # x += 1
+ # if x >= self.geometry.size.x:
+ # x = 0
+ # print(' '.join(line_to_print))
+ # line_to_print = []
+
+
+
+class FovMap(SourcedMap):
+ # TODO: player visibility asymmetrical (A can see B when B can't see A):
+ # does this make sense, or not?
+
+ def __init__(self, *args, **kwargs):
+ super().__init__(*args, **kwargs)
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 throws_shadow(self, yx):
+ return self.source_map_segment[self.get_position_index(yx)] == 'X'
+
def shadow_process(self, yx, distance_to_center, dir_i, dir_progress):
# Possible optimization: If no shadow_cones yet and self[yx] == '.',
# skip all.
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]:
+ 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
if in_shadow_cone(cone):
return
self[yx] = '.'
- if self.source_map[yx] == 'X':
+ if self.throws_shadow(yx):
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
+ 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)
+ 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
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
+ mover = getattr(self.geometry, 'move__' + direction)
+ return mover(pos)
def circle_out(self, yx, f):
# Optimization potential: Precalculate movement positions. (How to check
# 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')
+ while distance <= self.radius:
+ 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
+ yx = self.circle_out_move(yx, direction)
+ f(yx, distance, dir_i, dir_progress)
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])
+ yx = self.basic_circle_out_move(yx, direction[0])
return self.basic_circle_out_move(yx, direction[1])