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)
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)
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:
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)
+
+ # 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
width = self.size.x
for y in range(self.size.y):
yield (y, self.terrain[y * width:(y + 1) * width])
+
+
+
+class FovMap(Map):
+ # 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, source_center):
+ self.source_map = source_map
+ self.fov_radius = 12
+ self.set_size_offset_center(source_center)
+ self.terrain = '?' * self.size.y * self.size.x
+ self[self.center] = '.'
+ self.geometry = self.geometry_class(self.size)
+ self[self.center] = '.'
+ self.shadow_cones = []
+ self.circle_out(self.center, self.shadow_process)
+
+ 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.
+
+ 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.throws_shadow(source_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
+ 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)
+ return mover(pos)
+
+ 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 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 = 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
+
+
+
+class FovMapHex(FovMap):
+ circle_out_directions = ('DOWNLEFT', 'LEFT', 'UPLEFT',
+ '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)
+
+
+
+class FovMapSquare(FovMap):
+ circle_out_directions = (('DOWN', 'LEFT'), ('LEFT', 'UP'),
+ ('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])
+ return self.basic_circle_out_move(yx, direction[1])