X-Git-Url: https://plomlompom.com/repos/foo.html?a=blobdiff_plain;ds=inline;f=server_%2Fmap_.py;h=4f686edb32831fc50f79a02ec0855b0ac7502d1f;hb=c528fe926c6cbca9802e88d143e2d5a1a9f98822;hp=d1aa53851b1ee91846d7ee7a861903725b8d9a45;hpb=0f71bc833fd242aa312d193dad752e63f5ad95cf;p=plomrogue2-experiments
diff --git a/server_/map_.py b/server_/map_.py
index d1aa538..4f686ed 100644
--- a/server_/map_.py
+++ b/server_/map_.py
@@ -2,6 +2,8 @@ import sys
sys.path.append('../')
import game_common
import server_.game
+import math
+from server_.game_error import GameError
class Map(game_common.Map):
@@ -11,7 +13,10 @@ 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."""
@@ -29,9 +34,9 @@ class Map(game_common.Map):
yield (y, self.terrain[y * width:(y + 1) * width])
def get_fov_map(self, yx):
- # TODO: Currently only have MapFovHex. Provide MapFovSquare.
- fov_map_class = map_manager.get_map_class('Fov' + self.geometry)
- return fov_map_class(self, yx)
+ fov_class_name = 'Fov' + self.__class__.__name__
+ fov_class = globals()[fov_class_name]
+ return fov_class(self, yx)
# The following is used nowhere, so not implemented.
#def items(self):
@@ -46,6 +51,21 @@ class Map(game_common.Map):
directions += [name[5:]]
return directions
+ def get_neighbors(self, pos):
+ neighbors = {}
+ if not hasattr(self, 'neighbors_to'):
+ self.neighbors_to = {}
+ if pos in self.neighbors_to:
+ return self.neighbors_to[pos]
+ for direction in self.get_directions():
+ neighbors[direction] = None
+ try:
+ neighbors[direction] = self.move(pos, direction)
+ except GameError:
+ pass
+ self.neighbors_to[pos] = neighbors
+ return neighbors
+
def new_from_shape(self, init_char):
import copy
new_map = copy.deepcopy(self)
@@ -58,7 +78,7 @@ class Map(game_common.Map):
new_pos = mover(start_pos)
if new_pos[0] < 0 or new_pos[1] < 0 or \
new_pos[0] >= self.size[0] or new_pos[1] >= self.size[1]:
- raise server_.game.GameError('would move outside map bounds')
+ raise GameError('would move outside map bounds')
return new_pos
def move_LEFT(self, start_pos):
@@ -83,137 +103,168 @@ class MapHex(Map):
# 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]
-class MapFovHex(MapHex):
+class MapSquare(Map):
+
+ # The following is used nowhere, so not implemented.
+ #def are_neighbors(self, pos_1, pos_2):
+ # return abs(pos_1[0] - pos_2[0]) <= 1 and abs(pos_1[1] - pos_2[1] <= 1)
+
+ def move_UP(self, start_pos):
+ return [start_pos[0] - 1, start_pos[1]]
+
+ def move_DOWN(self, start_pos):
+ return [start_pos[0] + 1, start_pos[1]]
+
+
+class FovMap:
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_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/len(self.circle_out_directions)) / 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])
-
- def circle_out(self, yx, f):
+ eval_cone([left_arm, right_arm])
- 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
+ def basic_circle_out_move(self, 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 = ('DOWNLEFT', 'LEFT', 'UPLEFT', 'UPRIGHT', 'RIGHT', 'DOWNRIGHT')
+ 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.)
+
+ # TODO: Start circling only in earliest obstacle distance.
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):
- direction = directions[dir_i]
- if move(yx, direction):
- f(yx, distance, dir_i, hex_i)
+ self.basic_circle_out_move(yx, 'RIGHT')
+ for dir_i in range(len(self.circle_out_directions)):
+ for dir_progress in range(distance):
+ direction = self.circle_out_directions[dir_i]
+ if self.circle_out_move(yx, direction):
+ f(yx, distance, dir_i, dir_progress)
circle_in_map = True
distance += 1
-class MapSquare(Map):
+class FovMapHex(FovMap, MapHex):
+ circle_out_directions = ('DOWNLEFT', 'LEFT', 'UPLEFT',
+ 'UPRIGHT', 'RIGHT', 'DOWNRIGHT')
- # The following is used nowhere, so not implemented.
- #def are_neighbors(self, pos_1, pos_2):
- # return abs(pos_1[0] - pos_2[0]) <= 1 and abs(pos_1[1] - pos_2[1] <= 1)
+ def circle_out_move(self, yx, direction):
+ return self.basic_circle_out_move(yx, direction)
- def move_UP(self, start_pos):
- return [start_pos[0] - 1, start_pos[1]]
- def move_DOWN(self, start_pos):
- return [start_pos[0] + 1, start_pos[1]]
+class FovMapSquare(FovMap, MapSquare):
+ circle_out_directions = (('DOWN', 'LEFT'), ('LEFT', 'UP'),
+ ('UP', 'RIGHT'), ('RIGHT', 'DOWN'))
+
+ def circle_out_move(self, yx, direction):
+ self.basic_circle_out_move(yx, direction[0])
+ return self.basic_circle_out_move(yx, direction[1])
-map_manager = game_common.MapManager(globals())
+map_manager = game_common.MapManager((MapHex, MapSquare))