sys.path.append('../')
import game_common
import server_.game
+import math
class Map(game_common.Map):
def __setitem__(self, yx, c):
pos_i = self.get_position_index(yx)
- self.terrain = self.terrain[:pos_i] + c + self.terrain[pos_i + 1:]
+ if type(c) == str:
+ self.terrain = self.terrain[:pos_i] + c + self.terrain[pos_i + 1:]
+ else:
+ self.terrain[pos_i] = c
def __iter__(self):
"""Iterate over YX position coordinates."""
# return False
def move_UPLEFT(self, start_pos):
- if start_pos[0] % 2 == 0:
+ if start_pos[0] % 2 == 1:
return [start_pos[0] - 1, start_pos[1] - 1]
else:
return [start_pos[0] - 1, start_pos[1]]
def move_UPRIGHT(self, start_pos):
- if start_pos[0] % 2 == 0:
+ if start_pos[0] % 2 == 1:
return [start_pos[0] - 1, start_pos[1]]
else:
return [start_pos[0] - 1, start_pos[1] + 1]
def move_DOWNLEFT(self, start_pos):
- if start_pos[0] % 2 == 0:
- return [start_pos[0] + 1, start_pos[1] - 1]
+ if start_pos[0] % 2 == 1:
+ return [start_pos[0] + 1, start_pos[1] - 1]
else:
- return [start_pos[0] + 1, start_pos[1]]
+ return [start_pos[0] + 1, start_pos[1]]
def move_DOWNRIGHT(self, start_pos):
- if start_pos[0] % 2 == 0:
+ if start_pos[0] % 2 == 1:
return [start_pos[0] + 1, start_pos[1]]
else:
return [start_pos[0] + 1, start_pos[1] + 1]
+ def get_neighbors(self, pos):
+ # DOWNLEFT, DOWNRIGHT, LEFT, RIGHT, UPLEFT, UPRIGHT (alphabetically)
+ neighbors = [None, None, None, None, None, None] # e, d, c, x, s, w
+ if pos[1] > 0:
+ neighbors[2] = [pos[0], pos[1] - 1]
+ if pos[1] < self.size[1] - 1:
+ neighbors[3] = [pos[0], pos[1] + 1]
+ # x, c, s, d, w, e # 3->0, 2->1, 5->4, 0->5
+ if pos[0] % 2 == 1:
+ if pos[0] > 0 and pos[1] > 0:
+ neighbors[4] = [pos[0] - 1, pos[1] - 1]
+ if pos[0] < self.size[0] - 1 and pos[1] > 0:
+ neighbors[0] = [pos[0] + 1, pos[1] - 1]
+ if pos[0] > 0:
+ neighbors[5] = [pos[0] - 1, pos[1]]
+ if pos[0] < self.size[0] - 1:
+ neighbors[1] = [pos[0] + 1, pos[1]]
+ else:
+ if pos[0] > 0 and pos[1] < self.size[1] - 1:
+ neighbors[5] = [pos[0] - 1, pos[1] + 1]
+ if pos[0] < self.size[0] - 1 and pos[1] < self.size[1] - 1:
+ neighbors[1] = [pos[0] + 1, pos[1] + 1]
+ if pos[0] > 0:
+ neighbors[4] = [pos[0] - 1, pos[1]]
+ if pos[0] < self.size[0] - 1:
+ neighbors[0] = [pos[0] + 1, pos[1]]
+ return neighbors
+
class MapFovHex(MapHex):
self.size = self.source_map.size
self.terrain = '?' * self.size_i
self[yx] = '.'
- self.shadow_angles = []
+ self.shadow_cones = []
self.circle_out(yx, self.shadow_process_hex)
- def shadow_process_hex(self, yx, distance_to_center, dir_i, hex_i):
+ def shadow_process_hex(self, 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_angle(angle):
- if angle < 0:
- angle += CIRCLE
- return angle
+ def correct_arm(arm):
+ if arm < 0:
+ arm += CIRCLE
+ return arm
- def under_shadow_angle(new_angle):
- for old_angle in self.shadow_angles:
- if old_angle[0] >= new_angle[0] and \
- new_angle[1] >= old_angle[1]:
- #print('DEBUG shadowed by:', old_angle)
+ 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]:
+ #print('DEBUG shadowed by:', old_cone)
return True
+ # We might want to also shade hexes 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 hex cannot add growth to existing shadow cones.
return False
- def merge_angle(new_angle):
- for old_angle in self.shadow_angles:
- if new_angle[0] > old_angle[0] and \
- new_angle[1] <= old_angle[0]:
- #print('DEBUG merging to', old_angle)
- old_angle[0] = new_angle[0]
- #print('DEBUG merged angle:', old_angle)
+ def merge_cone(new_cone):
+ 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])):
+ #print('DEBUG merging to', old_cone)
+ old_cone[0] = new_cone[0]
+ #print('DEBUG merged cone:', old_cone)
return True
- if new_angle[1] < old_angle[1] and \
- new_angle[0] >= old_angle[1]:
- #print('DEBUG merging to', old_angle)
- old_angle[1] = new_angle[1]
- #print('DEBUG merged angle:', old_angle)
+ if new_cone[1] < old_cone[1] and \
+ (new_cone[0] > old_cone[1] or
+ math.isclose(new_cone[0], old_cone[1])):
+ #print('DEBUG merging to', old_cone)
+ old_cone[1] = new_cone[1]
+ #print('DEBUG merged cone:', old_cone)
return True
return False
- def eval_angle(angle):
- new_angle = [left_angle, right_angle]
- #print('DEBUG ANGLE', angle, '(', step_size, distance_to_center, number_steps, ')')
- if under_shadow_angle(angle):
+ def eval_cone(cone):
+ #print('DEBUG CONE', cone, '(', step_size, distance_to_center, number_steps, ')')
+ if in_shadow_cone(cone):
return
self[yx] = '.'
- if not self.source_map[yx] == '.':
- #print('DEBUG throws shadow', angle)
+ if self.source_map[yx] != '.':
+ #print('DEBUG throws shadow', cone)
unmerged = True
- while merge_angle(angle):
+ while merge_cone(cone):
unmerged = False
if unmerged:
- self.shadow_angles += [angle]
+ self.shadow_cones += [cone]
#print('DEBUG', yx)
- step_size = (CIRCLE/6)/distance_to_center
- number_steps = dir_i * distance_to_center + hex_i
- left_angle = correct_angle(-(step_size/2) - step_size*number_steps)
- right_angle = correct_angle(left_angle - step_size)
- if right_angle > left_angle:
- eval_angle([left_angle, 0])
- eval_angle([CIRCLE, right_angle])
+ step_size = (CIRCLE/6) / 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, 0])
+ eval_cone([CIRCLE, right_arm])
else:
- eval_angle([left_angle, right_angle])
+ eval_cone([left_arm, right_arm])
def circle_out(self, yx, f):
+ # Optimization potential: Precalculate movement positions. (How to check
+ # circle_in_map then?)
+ # Optimization potential: Precalculate what hexes are shaded by what hex
+ # and skip evaluation of already shaded hexes. (This only works if hex
+ # shading implies they completely lie in existing shades; otherwise we
+ # would lose shade growth through hexes at shade borders.)
def move(pos, direction):
"""Move position pos into direction. Return whether still in map."""
return False
return True
+ # TODO: Start circling only in earliest obstacle distance.
directions = ('DOWNLEFT', 'LEFT', 'UPLEFT', 'UPRIGHT', 'RIGHT', 'DOWNRIGHT')
circle_in_map = True
distance = 1
- first_direction = 'RIGHT'
yx = yx[:]
#print('DEBUG CIRCLE_OUT', yx)
while circle_in_map:
circle_in_map = False
move(yx, 'RIGHT')
for dir_i in range(len(directions)):
- for hex_i in range(distance):
+ for dir_progress in range(distance):
direction = directions[dir_i]
if move(yx, direction):
- f(yx, distance, dir_i, hex_i)
+ f(yx, distance, dir_i, dir_progress)
circle_in_map = True
distance += 1
def move_DOWN(self, start_pos):
return [start_pos[0] + 1, start_pos[1]]
+ def get_neighbors(self, pos):
+ # DOWN, LEFT, RIGHT, UP (alphabetically)
+ neighbors = [None, None, None, None]
+ if pos[0] > 0:
+ neighbors[3] = [pos[0] - 1, pos[1]]
+ if pos[1] > 0:
+ neighbors[1] = [pos[0], pos[1] - 1]
+ if pos[0] < self.size[0] - 1:
+ neighbors[0] = [pos[0] + 1, pos[1]]
+ if pos[1] < self.size[1] - 1:
+ neighbors[2] = [pos[0], pos[1] + 1]
+ return neighbors
+
+
+class MapFovSquare(MapSquare):
+ """Just a marginally and unsatisfyingly adapted variant of MapFovHex."""
+
+ def __init__(self, source_map, yx):
+ self.source_map = source_map
+ self.size = self.source_map.size
+ self.terrain = '?' * self.size_i
+ self[yx] = '.'
+ self.shadow_cones = []
+ self.circle_out(yx, self.shadow_process_hex)
+
+ def shadow_process_hex(self, yx, distance_to_center, dir_i, dir_progress):
+ CIRCLE = 360 # Since we'll float anyways, number is actually arbitrary.
+
+ def correct_arm(arm):
+ if arm < 0:
+ 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]:
+ #print('DEBUG shadowed by:', old_cone)
+ return True
+ return False
+
+ def merge_cone(new_cone):
+ 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])):
+ #print('DEBUG merging to', old_cone)
+ old_cone[0] = new_cone[0]
+ #print('DEBUG merged cone:', old_cone)
+ 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])):
+ #print('DEBUG merging to', old_cone)
+ old_cone[1] = new_cone[1]
+ #print('DEBUG merged cone:', old_cone)
+ return True
+ return False
+
+ def eval_cone(cone):
+ new_cone = [left_arm, right_arm]
+ #print('DEBUG CONE', cone, '(', step_size, distance_to_center, number_steps, ')')
+ if in_shadow_cone(cone):
+ return
+ self[yx] = '.'
+ if self.source_map[yx] != '.':
+ #print('DEBUG throws shadow', cone)
+ unmerged = True
+ while merge_cone(cone):
+ unmerged = False
+ if unmerged:
+ self.shadow_cones += [cone]
+
+ #print('DEBUG', yx)
+ step_size = (CIRCLE/4) / 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)
+ if right_arm > left_arm:
+ eval_cone([left_arm, 0])
+ eval_cone([CIRCLE, right_arm])
+ else:
+ eval_cone([left_arm, right_arm])
+
+ def circle_out(self, yx, f):
+
+ def move(pos, direction):
+ """Move position pos into direction. Return whether still in map."""
+ mover = getattr(self, 'move_' + direction)
+ pos[:] = mover(pos)
+ if pos[0] < 0 or pos[1] < 0 or \
+ pos[0] >= self.size[0] or pos[1] >= self.size[1]:
+ return False
+ return True
+
+ directions = (('DOWN', 'LEFT'), ('LEFT', 'UP'),
+ ('UP', 'RIGHT'), ('RIGHT', 'DOWN'))
+ circle_in_map = True
+ distance = 1
+ yx = yx[:]
+ #print('DEBUG CIRCLE_OUT', yx)
+ while circle_in_map:
+ circle_in_map = False
+ move(yx, 'RIGHT')
+ for dir_i in range(len(directions)):
+ for dir_progress in range(distance):
+ direction = directions[dir_i]
+ move(yx, direction[0])
+ if move(yx, direction[1]):
+ f(yx, distance, dir_i, dir_progress)
+ circle_in_map = True
+ distance += 1
+
map_manager = game_common.MapManager(globals())