+class SourcedMap(Map):
+
+ 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, 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
+ big_yx, little_yx = self.source_geometry.double_yx(absolute_yx)
+ return big_yx, little_yx
+
+ def target_yx(self, big_yx, little_yx, check=False):
+ target_yx = self.source_geometry.undouble_yxyx(big_yx, little_yx) - self.offset
+ if check and not self.inside(target_yx):
+ return False
+ return target_yx
+
+ def inside(self, yx):
+ if yx.y < 0 or yx.x < 0 or \
+ yx.y >= self.geometry.size.y or yx.x >= self.geometry.size.x:
+ return False
+ return True
+
+
+
+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
+ while shrunk:
+ shrunk = False
+ for i in range(self.size_i):
+ 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]]:
+ j = neighbors[direction]
+ if self.terrain[j] < self.terrain[i] - 1:
+ self.terrain[i] = self.terrain[j] + 1
+ shrunk = True
+ # print('DEBUG Dijkstra')
+ # line_to_print = []
+ # x = 0
+ # for n in self.terrain:
+ # line_to_print += ['%3s' % n]
+ # x += 1
+ # if x >= self.geometry.size.x:
+ # x = 0
+ # print(' '.join(line_to_print))
+ # line_to_print = []
+
+
+
+class FovMap(SourcedMap):
+ # TODO: player visibility asymmetrical (A can see B when B can't see A):
+ # does this make sense, or not?