1 from plomrogue.errors import ArgError
7 def __init__(self, size=(0, 0)):
9 self.terrain = '?'*self.size_i
13 return self.size[0] * self.size[1]
15 def set_line(self, y, line):
16 height_map = self.size[0]
17 width_map = self.size[1]
19 raise ArgError('too large row number %s' % y)
20 width_line = len(line)
21 if width_line > width_map:
22 raise ArgError('too large map line width %s' % width_line)
23 self.terrain = self.terrain[:y * width_map] + line +\
24 self.terrain[(y + 1) * width_map:]
26 def get_position_index(self, yx):
27 return yx[0] * self.size[1] + yx[1]
32 def __getitem__(self, yx):
33 return self.terrain[self.get_position_index(yx)]
35 def __setitem__(self, yx, c):
36 pos_i = self.get_position_index(yx)
38 self.terrain = self.terrain[:pos_i] + c + self.terrain[pos_i + 1:]
40 self.terrain[pos_i] = c
43 """Iterate over YX position coordinates."""
44 for y in range(self.size[0]):
45 for x in range(self.size[1]):
50 for y in range(self.size[0]):
51 yield (y, self.terrain[y * width:(y + 1) * width])
53 def get_fov_map(self, yx):
54 return self.fov_map_type(self, yx)
56 def get_directions(self):
58 for name in dir(self):
59 if name[:5] == 'move_':
60 directions += [name[5:]]
63 def get_neighbors(self, pos):
65 if not hasattr(self, 'neighbors_to'):
66 self.neighbors_to = {}
67 if pos in self.neighbors_to:
68 return self.neighbors_to[pos]
69 for direction in self.get_directions():
70 neighbors[direction] = None
72 neighbors[direction] = self.move(pos, direction)
75 self.neighbors_to[pos] = neighbors
78 def new_from_shape(self, init_char):
80 new_map = copy.deepcopy(self)
82 new_map[pos] = init_char
85 def move(self, start_pos, direction):
86 mover = getattr(self, 'move_' + direction)
87 new_pos = mover(start_pos)
88 if new_pos[0] < 0 or new_pos[1] < 0 or \
89 new_pos[0] >= self.size[0] or new_pos[1] >= self.size[1]:
90 raise GameError('would move outside map bounds')
95 class MapWithLeftRightMoves(Map):
97 def move_LEFT(self, start_pos):
98 return [start_pos[0], start_pos[1] - 1]
100 def move_RIGHT(self, start_pos):
101 return [start_pos[0], start_pos[1] + 1]
105 class MapSquare(MapWithLeftRightMoves):
107 def move_UP(self, start_pos):
108 return [start_pos[0] - 1, start_pos[1]]
110 def move_DOWN(self, start_pos):
111 return [start_pos[0] + 1, start_pos[1]]
115 class MapHex(MapWithLeftRightMoves):
117 def __init__(self, *args, **kwargs):
118 super().__init__(*args, **kwargs)
119 self.fov_map_type = FovMapHex
121 def move_UPLEFT(self, start_pos):
122 if start_pos[0] % 2 == 1:
123 return [start_pos[0] - 1, start_pos[1] - 1]
125 return [start_pos[0] - 1, start_pos[1]]
127 def move_UPRIGHT(self, start_pos):
128 if start_pos[0] % 2 == 1:
129 return [start_pos[0] - 1, start_pos[1]]
131 return [start_pos[0] - 1, start_pos[1] + 1]
133 def move_DOWNLEFT(self, start_pos):
134 if start_pos[0] % 2 == 1:
135 return [start_pos[0] + 1, start_pos[1] - 1]
137 return [start_pos[0] + 1, start_pos[1]]
139 def move_DOWNRIGHT(self, start_pos):
140 if start_pos[0] % 2 == 1:
141 return [start_pos[0] + 1, start_pos[1]]
143 return [start_pos[0] + 1, start_pos[1] + 1]
149 def __init__(self, source_map, yx):
150 self.source_map = source_map
151 self.size = self.source_map.size
152 self.terrain = '?' * self.size_i
154 self.shadow_cones = []
155 self.circle_out(yx, self.shadow_process_hex)
157 def shadow_process_hex(self, yx, distance_to_center, dir_i, dir_progress):
158 # Possible optimization: If no shadow_cones yet and self[yx] == '.',
160 CIRCLE = 360 # Since we'll float anyways, number is actually arbitrary.
162 def correct_arm(arm):
167 def in_shadow_cone(new_cone):
168 for old_cone in self.shadow_cones:
169 if old_cone[0] >= new_cone[0] and \
170 new_cone[1] >= old_cone[1]:
171 #print('DEBUG shadowed by:', old_cone)
173 # We might want to also shade hexes whose middle arm is inside a
174 # shadow cone for a darker FOV. Note that we then could not for
175 # optimization purposes rely anymore on the assumption that a
176 # shaded hex cannot add growth to existing shadow cones.
179 def merge_cone(new_cone):
181 for old_cone in self.shadow_cones:
182 if new_cone[0] > old_cone[0] and \
183 (new_cone[1] < old_cone[0] or
184 math.isclose(new_cone[1], old_cone[0])):
185 #print('DEBUG merging to', old_cone)
186 old_cone[0] = new_cone[0]
187 #print('DEBUG merged cone:', old_cone)
189 if new_cone[1] < old_cone[1] and \
190 (new_cone[0] > old_cone[1] or
191 math.isclose(new_cone[0], old_cone[1])):
192 #print('DEBUG merging to', old_cone)
193 old_cone[1] = new_cone[1]
194 #print('DEBUG merged cone:', old_cone)
199 #print('DEBUG CONE', cone, '(', step_size, distance_to_center, number_steps, ')')
200 if in_shadow_cone(cone):
203 if self.source_map[yx] != '.':
204 #print('DEBUG throws shadow', cone)
206 while merge_cone(cone):
209 self.shadow_cones += [cone]
212 step_size = (CIRCLE/len(self.circle_out_directions)) / distance_to_center
213 number_steps = dir_i * distance_to_center + dir_progress
214 left_arm = correct_arm(-(step_size/2) - step_size*number_steps)
215 right_arm = correct_arm(left_arm - step_size)
216 # Optimization potential: left cone could be derived from previous
217 # right cone. Better even: Precalculate all cones.
218 if right_arm > left_arm:
219 eval_cone([left_arm, 0])
220 eval_cone([CIRCLE, right_arm])
222 eval_cone([left_arm, right_arm])
224 def basic_circle_out_move(self, pos, direction):
225 """Move position pos into direction. Return whether still in map."""
226 mover = getattr(self, 'move_' + direction)
228 if pos[0] < 0 or pos[1] < 0 or \
229 pos[0] >= self.size[0] or pos[1] >= self.size[1]:
233 def circle_out(self, yx, f):
234 # Optimization potential: Precalculate movement positions. (How to check
235 # circle_in_map then?)
236 # Optimization potential: Precalculate what hexes are shaded by what hex
237 # and skip evaluation of already shaded hexes. (This only works if hex
238 # shading implies they completely lie in existing shades; otherwise we
239 # would lose shade growth through hexes at shade borders.)
241 # TODO: Start circling only in earliest obstacle distance.
245 #print('DEBUG CIRCLE_OUT', yx)
247 circle_in_map = False
248 self.basic_circle_out_move(yx, 'RIGHT')
249 for dir_i in range(len(self.circle_out_directions)):
250 for dir_progress in range(distance):
251 direction = self.circle_out_directions[dir_i]
252 if self.circle_out_move(yx, direction):
253 f(yx, distance, dir_i, dir_progress)
259 class FovMapHex(FovMap, MapHex):
260 circle_out_directions = ('DOWNLEFT', 'LEFT', 'UPLEFT',
261 'UPRIGHT', 'RIGHT', 'DOWNRIGHT')
263 def circle_out_move(self, yx, direction):
264 return self.basic_circle_out_move(yx, direction)
268 class FovMapSquare(FovMap, MapSquare):
269 circle_out_directions = (('DOWN', 'LEFT'), ('LEFT', 'UP'),
270 ('UP', 'RIGHT'), ('RIGHT', 'DOWN'))
272 def circle_out_move(self, yx, direction):
273 self.basic_circle_out_move(yx, direction[0])
274 return self.basic_circle_out_move(yx, direction[1])