+
+
+
+class SourcedMap(Map):
+
+ def __init__(self, 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)
+
+ 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
+
+
+
+class DijkstraMap(SourcedMap):
+
+ def __init__(self, *args, **kwargs):
+ super().__init__(*args, **kwargs)
+ self.terrain = [255] * self.size_i
+ self[self.center] = 0
+ shrunk = True
+ source_map_segment = ''
+ for yx in self:
+ big_yx, little_yx = self.source_yxyx(yx)
+ source_map_segment += self.source_maps[big_yx][little_yx]
+ while shrunk:
+ shrunk = False
+ for i in range(self.size_i):
+ if 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.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.size.y * self.size.x
+ self[self.center] = '.'
+ self.shadow_cones = []
+ self.circle_out(self.center, self.shadow_process)
+
+ def throws_shadow(self, big_yx, little_yx):
+ return self.source_maps[big_yx][little_yx] == 'X'
+
+ def shadow_process(self, yx, source_yxyx, 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_yxyx):
+ 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):
+ 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.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_yxyx = self.source_yxyx(yx)
+ f(yx, source_yxyx, distance, dir_i, dir_progress)
+ distance += 1
+
+
+
+class FovMapHex(FovMap):
+ circle_out_directions = ('DOWNLEFT', 'LEFT', 'UPLEFT',
+ 'UPRIGHT', 'RIGHT', 'DOWNRIGHT')
+
+ 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'))
+
+ 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])