def __init__(self, size):
self.size = size
+ self.neighbors_i = {}
def get_directions(self):
directions = []
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)
for x in range(self.size.x):
yield YX(y, x)
+ # TODO: use this for more refactoring
+ def inside(self, yx):
+ if yx.y < 0 or yx.x < 0 or yx.y >= self.size.y or yx.x >= self.size.x:
+ return False
+ return True
+
@property
def size_i(self):
return self.size.y * self.size.x
class FovMap(Map):
- # FIXME: player visibility asymmetrical (A can see B when B can't see A)
+ # TODO: player visibility asymmetrical (A can see B when B can't see A):
+ # does this make sense, or not?
- def __init__(self, source_map, center):
+ def __init__(self, source_map, source_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.fov_radius = 12
+ self.set_size_offset_center(source_center)
+ self.terrain = '?' * self.size.y * self.size.x
self[self.center] = '.'
- self.shadow_cones = []
self.geometry = self.geometry_class(self.size)
+ self[self.center] = '.'
+ self.shadow_cones = []
self.circle_out(self.center, self.shadow_process)
- def shadow_process(self, yx, distance_to_center, dir_i, dir_progress):
+ def throws_shadow(self, source_yx):
+ return self.source_map[source_yx] == 'X'
+
+ def source_yx(self, yx):
+ source_yx = yx + self.offset
+ if not self.source_map.inside(source_yx):
+ return False
+ return source_yx
+
+ def shadow_process(self, yx, source_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.
if in_shadow_cone(cone):
return
self[yx] = '.'
- if self.source_map[yx] == 'X':
+ if self.throws_shadow(source_yx):
unmerged = True
while merge_cone(cone):
unmerged = False
eval_cone([left_arm, right_arm])
def basic_circle_out_move(self, pos, direction):
- """Move position pos into direction. Return whether still in map."""
+ #"""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
+ return mover(pos)
def circle_out(self, yx, f):
# Optimization potential: Precalculate movement positions. (How to check
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.fov_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)
+ source_yx = self.source_yx(yx)
+ if source_yx:
+ f(yx, source_yx, distance, dir_i, dir_progress)
distance += 1
'UPRIGHT', 'RIGHT', 'DOWNRIGHT')
geometry_class = MapGeometryHex
+ def set_size_offset_center(self, source_center):
+ indent = 1 if (source_center.y % 2) else 0
+ self.size = YX(2 * self.fov_radius + 1 + indent,
+ 2 * self.fov_radius + 1)
+ self.offset = YX(source_center.y - self.fov_radius - indent,
+ source_center.x - self.fov_radius)
+ self.center = YX(self.fov_radius + indent, self.fov_radius)
+
def circle_out_move(self, yx, direction):
return self.basic_circle_out_move(yx, direction)
('UP', 'RIGHT'), ('RIGHT', 'DOWN'))
geometry_class = MapGeometrySquare
+ def set_size_offset_center(self, source_center):
+ self.size = YX(2 * self.fov_radius + 1, 2 * self.fov_radius + 1)
+ self.offset = YX(source_center.y - self.fov_radius,
+ source_center.x - self.fov_radius)
+ self.center = YX(self.fov_radius, self.fov_radius)
+
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])