8 class Map(game_common.Map):
10 def __getitem__(self, yx):
11 return self.terrain[self.get_position_index(yx)]
13 def __setitem__(self, yx, c):
14 pos_i = self.get_position_index(yx)
16 self.terrain = self.terrain[:pos_i] + c + self.terrain[pos_i + 1:]
18 self.terrain[pos_i] = c
21 """Iterate over YX position coordinates."""
22 for y in range(self.size[0]):
23 for x in range(self.size[1]):
28 return self.__class__.__name__[3:]
32 for y in range(self.size[0]):
33 yield (y, self.terrain[y * width:(y + 1) * width])
35 def get_fov_map(self, yx):
36 fov_class_name = 'Fov' + self.__class__.__name__
37 fov_class = globals()[fov_class_name]
38 return fov_class(self, yx)
40 # The following is used nowhere, so not implemented.
42 # for y in range(self.size[0]):
43 # for x in range(self.size[1]):
44 # yield ([y, x], self.terrain[self.get_position_index([y, x])])
46 def get_directions(self):
48 for name in dir(self):
49 if name[:5] == 'move_':
50 directions += [name[5:]]
53 def new_from_shape(self, init_char):
55 new_map = copy.deepcopy(self)
57 new_map[pos] = init_char
60 def move(self, start_pos, direction):
61 mover = getattr(self, 'move_' + direction)
62 new_pos = mover(start_pos)
63 if new_pos[0] < 0 or new_pos[1] < 0 or \
64 new_pos[0] >= self.size[0] or new_pos[1] >= self.size[1]:
65 raise server_.game.GameError('would move outside map bounds')
68 def move_LEFT(self, start_pos):
69 return [start_pos[0], start_pos[1] - 1]
71 def move_RIGHT(self, start_pos):
72 return [start_pos[0], start_pos[1] + 1]
77 # The following is used nowhere, so not implemented.
78 #def are_neighbors(self, pos_1, pos_2):
79 # if pos_1[0] == pos_2[0] and abs(pos_1[1] - pos_2[1]) <= 1:
81 # elif abs(pos_1[0] - pos_2[0]) == 1:
82 # if pos_1[0] % 2 == 0:
83 # if pos_2[1] in (pos_1[1], pos_1[1] - 1):
85 # elif pos_2[1] in (pos_1[1], pos_1[1] + 1):
89 def move_UPLEFT(self, start_pos):
90 if start_pos[0] % 2 == 1:
91 return [start_pos[0] - 1, start_pos[1] - 1]
93 return [start_pos[0] - 1, start_pos[1]]
95 def move_UPRIGHT(self, start_pos):
96 if start_pos[0] % 2 == 1:
97 return [start_pos[0] - 1, start_pos[1]]
99 return [start_pos[0] - 1, start_pos[1] + 1]
101 def move_DOWNLEFT(self, start_pos):
102 if start_pos[0] % 2 == 1:
103 return [start_pos[0] + 1, start_pos[1] - 1]
105 return [start_pos[0] + 1, start_pos[1]]
107 def move_DOWNRIGHT(self, start_pos):
108 if start_pos[0] % 2 == 1:
109 return [start_pos[0] + 1, start_pos[1]]
111 return [start_pos[0] + 1, start_pos[1] + 1]
113 def get_neighbors(self, pos):
114 # DOWNLEFT, DOWNRIGHT, LEFT, RIGHT, UPLEFT, UPRIGHT (alphabetically)
115 neighbors = [None, None, None, None, None, None] # e, d, c, x, s, w
117 neighbors[2] = [pos[0], pos[1] - 1]
118 if pos[1] < self.size[1] - 1:
119 neighbors[3] = [pos[0], pos[1] + 1]
120 # x, c, s, d, w, e # 3->0, 2->1, 5->4, 0->5
122 if pos[0] > 0 and pos[1] > 0:
123 neighbors[4] = [pos[0] - 1, pos[1] - 1]
124 if pos[0] < self.size[0] - 1 and pos[1] > 0:
125 neighbors[0] = [pos[0] + 1, pos[1] - 1]
127 neighbors[5] = [pos[0] - 1, pos[1]]
128 if pos[0] < self.size[0] - 1:
129 neighbors[1] = [pos[0] + 1, pos[1]]
131 if pos[0] > 0 and pos[1] < self.size[1] - 1:
132 neighbors[5] = [pos[0] - 1, pos[1] + 1]
133 if pos[0] < self.size[0] - 1 and pos[1] < self.size[1] - 1:
134 neighbors[1] = [pos[0] + 1, pos[1] + 1]
136 neighbors[4] = [pos[0] - 1, pos[1]]
137 if pos[0] < self.size[0] - 1:
138 neighbors[0] = [pos[0] + 1, pos[1]]
142 class FovMapHex(MapHex):
144 def __init__(self, source_map, yx):
145 self.source_map = source_map
146 self.size = self.source_map.size
147 self.terrain = '?' * self.size_i
149 self.shadow_cones = []
150 self.circle_out(yx, self.shadow_process_hex)
152 def shadow_process_hex(self, yx, distance_to_center, dir_i, dir_progress):
153 # Possible optimization: If no shadow_cones yet and self[yx] == '.',
155 CIRCLE = 360 # Since we'll float anyways, number is actually arbitrary.
157 def correct_arm(arm):
162 def in_shadow_cone(new_cone):
163 for old_cone in self.shadow_cones:
164 if old_cone[0] >= new_cone[0] and \
165 new_cone[1] >= old_cone[1]:
166 #print('DEBUG shadowed by:', old_cone)
168 # We might want to also shade hexes whose middle arm is inside a
169 # shadow cone for a darker FOV. Note that we then could not for
170 # optimization purposes rely anymore on the assumption that a
171 # shaded hex cannot add growth to existing shadow cones.
174 def merge_cone(new_cone):
175 for old_cone in self.shadow_cones:
176 if new_cone[0] > old_cone[0] and \
177 (new_cone[1] < old_cone[0] or
178 math.isclose(new_cone[1], old_cone[0])):
179 #print('DEBUG merging to', old_cone)
180 old_cone[0] = new_cone[0]
181 #print('DEBUG merged cone:', old_cone)
183 if new_cone[1] < old_cone[1] and \
184 (new_cone[0] > old_cone[1] or
185 math.isclose(new_cone[0], old_cone[1])):
186 #print('DEBUG merging to', old_cone)
187 old_cone[1] = new_cone[1]
188 #print('DEBUG merged cone:', old_cone)
193 #print('DEBUG CONE', cone, '(', step_size, distance_to_center, number_steps, ')')
194 if in_shadow_cone(cone):
197 if self.source_map[yx] != '.':
198 #print('DEBUG throws shadow', cone)
200 while merge_cone(cone):
203 self.shadow_cones += [cone]
206 step_size = (CIRCLE/6) / distance_to_center
207 number_steps = dir_i * distance_to_center + dir_progress
208 left_arm = correct_arm(-(step_size/2) - step_size*number_steps)
209 right_arm = correct_arm(left_arm - step_size)
210 # Optimization potential: left cone could be derived from previous
211 # right cone. Better even: Precalculate all cones.
212 if right_arm > left_arm:
213 eval_cone([left_arm, 0])
214 eval_cone([CIRCLE, right_arm])
216 eval_cone([left_arm, right_arm])
218 def circle_out(self, yx, f):
219 # Optimization potential: Precalculate movement positions. (How to check
220 # circle_in_map then?)
221 # Optimization potential: Precalculate what hexes are shaded by what hex
222 # and skip evaluation of already shaded hexes. (This only works if hex
223 # shading implies they completely lie in existing shades; otherwise we
224 # would lose shade growth through hexes at shade borders.)
226 def move(pos, direction):
227 """Move position pos into direction. Return whether still in map."""
228 mover = getattr(self, 'move_' + direction)
230 if pos[0] < 0 or pos[1] < 0 or \
231 pos[0] >= self.size[0] or pos[1] >= self.size[1]:
235 # TODO: Start circling only in earliest obstacle distance.
236 directions = ('DOWNLEFT', 'LEFT', 'UPLEFT', 'UPRIGHT', 'RIGHT', 'DOWNRIGHT')
240 #print('DEBUG CIRCLE_OUT', yx)
242 circle_in_map = False
244 for dir_i in range(len(directions)):
245 for dir_progress in range(distance):
246 direction = directions[dir_i]
247 if move(yx, direction):
248 f(yx, distance, dir_i, dir_progress)
253 class MapSquare(Map):
255 # The following is used nowhere, so not implemented.
256 #def are_neighbors(self, pos_1, pos_2):
257 # return abs(pos_1[0] - pos_2[0]) <= 1 and abs(pos_1[1] - pos_2[1] <= 1)
259 def move_UP(self, start_pos):
260 return [start_pos[0] - 1, start_pos[1]]
262 def move_DOWN(self, start_pos):
263 return [start_pos[0] + 1, start_pos[1]]
265 def get_neighbors(self, pos):
266 # DOWN, LEFT, RIGHT, UP (alphabetically)
267 neighbors = [None, None, None, None]
269 neighbors[3] = [pos[0] - 1, pos[1]]
271 neighbors[1] = [pos[0], pos[1] - 1]
272 if pos[0] < self.size[0] - 1:
273 neighbors[0] = [pos[0] + 1, pos[1]]
274 if pos[1] < self.size[1] - 1:
275 neighbors[2] = [pos[0], pos[1] + 1]
279 class FovMapSquare(MapSquare):
280 """Just a marginally and unsatisfyingly adapted variant of MapFovHex."""
282 def __init__(self, source_map, yx):
283 self.source_map = source_map
284 self.size = self.source_map.size
285 self.terrain = '?' * self.size_i
287 self.shadow_cones = []
288 self.circle_out(yx, self.shadow_process_hex)
290 def shadow_process_hex(self, yx, distance_to_center, dir_i, dir_progress):
291 CIRCLE = 360 # Since we'll float anyways, number is actually arbitrary.
293 def correct_arm(arm):
298 def in_shadow_cone(new_cone):
299 for old_cone in self.shadow_cones:
300 if old_cone[0] >= new_cone[0] and \
301 new_cone[1] >= old_cone[1]:
302 #print('DEBUG shadowed by:', old_cone)
306 def merge_cone(new_cone):
307 for old_cone in self.shadow_cones:
308 if new_cone[0] > old_cone[0] and \
309 (new_cone[1] < old_cone[0] or
310 math.isclose(new_cone[1], old_cone[0])):
311 #print('DEBUG merging to', old_cone)
312 old_cone[0] = new_cone[0]
313 #print('DEBUG merged cone:', old_cone)
315 if new_cone[1] < old_cone[1] and \
316 (new_cone[0] > old_cone[1] or
317 math.isclose(new_cone[0], old_cone[1])):
318 #print('DEBUG merging to', old_cone)
319 old_cone[1] = new_cone[1]
320 #print('DEBUG merged cone:', old_cone)
325 new_cone = [left_arm, right_arm]
326 #print('DEBUG CONE', cone, '(', step_size, distance_to_center, number_steps, ')')
327 if in_shadow_cone(cone):
330 if self.source_map[yx] != '.':
331 #print('DEBUG throws shadow', cone)
333 while merge_cone(cone):
336 self.shadow_cones += [cone]
339 step_size = (CIRCLE/4) / distance_to_center
340 number_steps = dir_i * distance_to_center + dir_progress
341 left_arm = correct_arm(-(step_size/2) - step_size*number_steps)
342 right_arm = correct_arm(left_arm - step_size)
343 if right_arm > left_arm:
344 eval_cone([left_arm, 0])
345 eval_cone([CIRCLE, right_arm])
347 eval_cone([left_arm, right_arm])
349 def circle_out(self, yx, f):
351 def move(pos, direction):
352 """Move position pos into direction. Return whether still in map."""
353 mover = getattr(self, 'move_' + direction)
355 if pos[0] < 0 or pos[1] < 0 or \
356 pos[0] >= self.size[0] or pos[1] >= self.size[1]:
360 directions = (('DOWN', 'LEFT'), ('LEFT', 'UP'),
361 ('UP', 'RIGHT'), ('RIGHT', 'DOWN'))
365 #print('DEBUG CIRCLE_OUT', yx)
367 circle_in_map = False
369 for dir_i in range(len(directions)):
370 for dir_progress in range(distance):
371 direction = directions[dir_i]
372 move(yx, direction[0])
373 if move(yx, direction[1]):
374 f(yx, distance, dir_i, dir_progress)
379 map_manager = game_common.MapManager((MapHex, MapSquare))