def move_on_dijkstra_map(self, own_pos, targets):
visible_map = self.get_visible_map()
- dijkstra_map = Map(visible_map.size)
+ dijkstra_map = Map(visible_map.size,
+ start_indented=visible_map.start_indented)
n_max = 256
dijkstra_map.terrain = [n_max for i in range(dijkstra_map.size_i)]
for target in targets:
dijkstra_map[target] = 0
shrunk = True
+ get_neighbors = self.game.map_geometry.get_neighbors
while shrunk:
shrunk = False
for pos in dijkstra_map:
if visible_map[pos] != '.':
continue
- neighbors = self.game.map_geometry.get_neighbors((YX(0,0), pos),
- dijkstra_map.size)
+ neighbors = get_neighbors((YX(0,0), pos), dijkstra_map.size,
+ dijkstra_map.start_indented)
for direction in neighbors:
big_yx, small_yx = neighbors[direction]
if big_yx == YX(0,0) and \
dijkstra_map[small_yx] < dijkstra_map[pos] - 1:
dijkstra_map[pos] = dijkstra_map[small_yx] + 1
shrunk = True
- neighbors = self.game.map_geometry.get_neighbors((YX(0,0), own_pos),
- dijkstra_map.size)
+ get_neighbors((YX(0,0), own_pos), dijkstra_map.size,
+ dijkstra_map.start_indented)
n = n_max
target_direction = None
for direction in sorted(neighbors.keys()):
def hunt_player(self):
visible_things = self.get_visible_things()
- offset = self.get_surroundings_offset()
target = None
for t in visible_things:
if t.type_ == 'human':
- target = t.position[1] - offset
+ target = t.position[1] - self.view_offset
break
if target is not None:
try:
- offset_self_pos = self.position[1] - offset
+ offset_self_pos = self.position[1] - self.view_offset
target_dir = self.move_on_dijkstra_map(offset_self_pos,
[target])
if target_dir is not None:
self.set_task('PICKUP', (id_,))
return True
visible_things = self.get_visible_things()
- offset = self.get_surroundings_offset()
food_targets = []
for t in visible_things:
if t.type_ == 'food':
- food_targets += [t.position[1] - offset]
- offset_self_pos = self.position[1] - offset
+ food_targets += [t.position[1] - self.view_offset]
+ offset_self_pos = self.position[1] - self.view_offset
target_dir = self.move_on_dijkstra_map(offset_self_pos,
food_targets)
if target_dir:
def unset_surroundings(self):
self._stencil = None
- self._surrounding_map = None
- self._surroundings_offset = None
-
- def get_surroundings_offset(self):
- if self._surroundings_offset is not None:
- return self._surroundings_offset
- y_long = self.position[0].y * self.game.map_size.y + self.position[1].y
- x_long = self.position[0].x * self.game.map_size.x + self.position[1].x
- yx_to_origin = YX(y_long, x_long)
- self._surroundings_offset = yx_to_origin - YX(self._radius, self._radius)
- return self._surroundings_offset
-
- def get_surrounding_map(self):
- if self._surrounding_map is not None:
- return self._surrounding_map
- self._surrounding_map = Map(size=YX(self._radius*2+1, self._radius*2+1))
- offset = self.get_surroundings_offset()
- for pos in self._surrounding_map:
- correct = self.game.map_geometry.correct_double_coordinate
- big_yx, small_yx = correct(self.game.map_size, (0,0), pos + offset)
- map_ = self.game.get_map(big_yx, False)
- if map_ is None:
- map_ = Map(size=self.game.map_size)
- self._surrounding_map[pos] = map_[small_yx]
- return self._surrounding_map
+ self._surroundings = None
+
+ @property
+ def view_offset(self):
+ return self.game.map_geometry.get_view_offset(self.game.map_size,
+ self.position,
+ self._radius)
+
+ @property
+ def surroundings(self):
+ if self._surroundings is not None:
+ return self._surroundings
+ s = self.game.map_geometry.get_view(self.game.map_size,
+ self.game.get_map,
+ self._radius, self.view_offset)
+ self._surroundings = s
+ return self._surroundings
def get_stencil(self):
if self._stencil is not None:
return self._stencil
- surrounding_map = self.get_surrounding_map()
- m = Map(surrounding_map.size, ' ')
- for pos in surrounding_map:
- if surrounding_map[pos] in {'.', '~'}:
+ m = Map(self.surroundings.size, ' ', self.surroundings.start_indented)
+ for pos in self.surroundings:
+ if self.surroundings[pos] in {'.', '~'}:
m[pos] = '.'
fov_center = YX((m.size.y) // 2, m.size.x // 2)
self._stencil = FovMapHex(m, fov_center)
def get_visible_map(self):
stencil = self.get_stencil()
- m = Map(self.get_surrounding_map().size, ' ')
+ m = Map(self.surroundings.size, ' ', self.surroundings.start_indented)
for pos in m:
if stencil[pos] == '.':
- m[pos] = self._surrounding_map[pos]
+ m[pos] = self.surroundings[pos]
return m
def get_visible_things(self):
stencil = self.get_stencil()
- offset = self.get_surroundings_offset()
visible_things = []
for thing in self.game.things:
- pos = self.game.map_geometry.pos_in_projection(thing.position,
- offset,
- self.game.map_size)
+ pos = self.game.map_geometry.pos_in_view(thing.position,
+ self.view_offset,
+ self.game.map_size)
if pos.y < 0 or pos.x < 0 or\
pos.y >= stencil.size.y or pos.x >= stencil.size.x:
continue