def __init__(self, map_geometry):
self.geometry = map_geometry
- self.terrain = '.' * self.size_i
+ self.terrain = '.' * self.size_i # TODO: use Game.get_flatland()?
def __getitem__(self, yx):
return self.terrain[self.get_position_index(yx)]
class SourcedMap(Map):
- def __init__(self, things, source_maps, source_center, radius, get_map):
+ def __init__(self, block_chars, obstacle_positions, source_maps,
+ source_center, radius, get_map):
+ self.block_chars = block_chars
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'
+ get_map(big_yx)
+ if (big_yx, little_yx) in obstacle_positions:
+ self.source_map_segment += self.block_chars[0]
else:
self.source_map_segment += source_maps[big_yx][little_yx]
while shrunk:
shrunk = False
for i in range(self.size_i):
- if self.source_map_segment[i] in 'X=':
+ if self.source_map_segment[i] in self.block_chars:
continue
neighbors = self.geometry.get_neighbors_i(i)
for direction in [d for d in neighbors if neighbors[d]]:
return self
def throws_shadow(self, yx):
- return self.source_map_segment[self.get_position_index(yx)] == 'X'
+ return self.source_map_segment[self.get_position_index(yx)]\
+ in self.block_chars
def shadow_process(self, yx, distance_to_center, dir_i, dir_progress):
# Possible optimization: If no shadow_cones yet and self[yx] == '.',
return mover(pos)
def circle_out(self, yx, f):
- # Optimization potential: Precalculate movement positions. (How to check
- # circle_in_map then?)
+ # Optimization potential: Precalculate movement positions.
# 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