X-Git-Url: https://plomlompom.com/repos/foo.html?a=blobdiff_plain;f=plomrogue%2Fmapping.py;h=7b7ad3c6680e56b0901c40e1ca6ba13c2d9781d1;hb=e1240d24097c72f49b0b25f1224588038990645d;hp=5822dada4371170542923c1c63e894e95bc3e1df;hpb=df9a8d0a788b29913dae3eec4ef8113e2d8e9a41;p=plomrogue2 diff --git a/plomrogue/mapping.py b/plomrogue/mapping.py index 5822dad..7b7ad3c 100644 --- a/plomrogue/mapping.py +++ b/plomrogue/mapping.py @@ -21,6 +21,7 @@ class MapGeometry(): def __init__(self, size): self.size = size self.neighbors_i = {} + self.directions = self.get_directions() def get_directions(self): directions = [] @@ -32,13 +33,13 @@ class MapGeometry(): def get_neighbors_yxyx(self, yxyx): neighbors = {} - for direction in self.get_directions(): + for direction in self.directions: neighbors[direction] = self.move_yxyx(yxyx, direction) return neighbors def get_neighbors_yx(self, pos): neighbors = {} - for direction in self.get_directions(): + for direction in self.directions: neighbors[direction] = self.move_yx(pos, direction) return neighbors @@ -164,7 +165,7 @@ class Map(): 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)] @@ -209,17 +210,23 @@ class Map(): class SourcedMap(Map): - def __init__(self, source_maps, source_center, radius, get_map): - self.source_maps = source_maps + 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) + self.source_map_segment = '' for yx in self: - big_yx, _ = self.source_yxyx(yx) + big_yx, little_yx = self.source_yxyx(yx) 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] def source_yxyx(self, yx): absolute_yx = yx + self.offset @@ -243,18 +250,20 @@ class SourcedMap(Map): class DijkstraMap(SourcedMap): def __init__(self, *args, **kwargs): + # TODO: check potential optimizations: + # - do a first pass circling out from the center + # - somehow ignore tiles that have the lowest possible value (we can + # compare with a precalculated map for given starting position) + # - check if Python offers more efficient data structures to use here + # - shorten radius to nearest possible target super().__init__(*args, **kwargs) self.terrain = [255] * self.size_i self[self.center] = 0 shrunk = True - source_map_segment = '' - for yx in self: - big_yx, little_yx = self.source_yxyx(yx) - source_map_segment += self.source_maps[big_yx][little_yx] while shrunk: shrunk = False for i in range(self.size_i): - if source_map_segment[i] == '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]]: @@ -268,7 +277,7 @@ class DijkstraMap(SourcedMap): # for n in self.terrain: # line_to_print += ['%3s' % n] # x += 1 - # if x >= self.size.x: + # if x >= self.geometry.size.x: # x = 0 # print(' '.join(line_to_print)) # line_to_print = [] @@ -284,12 +293,20 @@ class FovMap(SourcedMap): self.terrain = '?' * self.size_i self[self.center] = '.' self.shadow_cones = [] + #self.circle_out(self.center, self.shadow_process) + + def init_terrain(self): + # we outsource this to allow multiprocessing some stab at it, + # and return it since multiprocessing does not modify its + # processing sources self.circle_out(self.center, self.shadow_process) + return self - def throws_shadow(self, big_yx, little_yx): - return self.source_maps[big_yx][little_yx] == 'X' + def throws_shadow(self, yx): + return self.source_map_segment[self.get_position_index(yx)]\ + in self.block_chars - def shadow_process(self, yx, source_yxyx, distance_to_center, dir_i, dir_progress): + def shadow_process(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. @@ -329,7 +346,7 @@ class FovMap(SourcedMap): if in_shadow_cone(cone): return self[yx] = '.' - if self.throws_shadow(*source_yxyx): + if self.throws_shadow(yx): unmerged = True while merge_cone(cone): unmerged = False @@ -354,8 +371,7 @@ class FovMap(SourcedMap): 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 @@ -368,12 +384,12 @@ class FovMap(SourcedMap): for dir_progress in range(distance): direction = self.circle_out_directions[dir_i] yx = self.circle_out_move(yx, direction) - source_yxyx = self.source_yxyx(yx) - f(yx, source_yxyx, distance, dir_i, dir_progress) + f(yx, distance, dir_i, dir_progress) distance += 1 + class FovMapHex(FovMap): circle_out_directions = ('DOWNLEFT', 'LEFT', 'UPLEFT', 'UPRIGHT', 'RIGHT', 'DOWNRIGHT')