self.set_task('WAIT')
self._last_task_result = None
self.unset_surroundings()
+ self.close_maps = ()
+
+ def _position_set(self, pos):
+ """For player we need to update .close_maps on every move via the
+ self.surroundings property method, to keep their reality
+ bubble in sync with their movement.
+
+ """
+ super()._position_set(pos)
+ if self.id_ == self.game.player_id:
+ if not hasattr(self, '_surroundings'):
+ self._surroundings = None
+ self.surroundings
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)
+ #print('DEBUG DIJKSTRA ---------------------', self.id_, self.position)
+ #for y, line in dijkstra_map.lines():
+ # line_to_print = []
+ # for x in line:
+ # line_to_print += ['%3s' % x]
+ # print(' '.join(line_to_print))
+ neighbors = 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()):
target_direction = direction
return target_direction
- def hunt_player(self):
- visible_things = self.get_visible_things()
- target = None
- for t in visible_things:
- if t.type_ == 'human':
- target = t.position[1] - self.view_offset
- break
- if target is not None:
- try:
- 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('MOVE', (target_dir,))
- return True
- except GameError:
- pass
- return False
+ #def hunt_player(self):
+ # visible_things = self.get_visible_things()
+ # target = None
+ # for t in visible_things:
+ # if t.type_ == 'human':
+ # target = t.position[1] - self.view_offset
+ # break
+ # if target is not None:
+ # try:
+ # 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('MOVE', (target_dir,))
+ # return True
+ # except GameError:
+ # pass
+ # return False
def hunt_food_satisfaction(self):
for id_ in self.inventory:
food_targets = []
for t in visible_things:
if t.type_ == 'food':
- food_targets += [t.position[1] - self.view_offset]
- offset_self_pos = self.position[1] - self.view_offset
+ food_targets += [self.game.map_geometry.pos_in_view(t.position,
+ self.view_offset,
+ self.game.map_size)]
+ offset_self_pos = self.game.map_geometry.pos_in_view(self.position,
+ self.view_offset,
+ self.game.map_size)
target_dir = self.move_on_dijkstra_map(offset_self_pos,
food_targets)
if target_dir:
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)
+ s, close_maps = self.\
+ game.map_geometry.get_view_and_seen_maps(self.game.map_size,
+ self.game.get_map,
+ self._radius,
+ self.view_offset)
+ self.close_maps = close_maps
self._surroundings = s
return self._surroundings
def get_stencil(self):
if self._stencil is not None:
return self._stencil
- m = Map(self.surroundings.size, ' ')
+ m = Map(self.surroundings.size, ' ', self.surroundings.start_indented)
for pos in self.surroundings:
if self.surroundings[pos] in {'.', '~'}:
m[pos] = '.'
def get_visible_map(self):
stencil = self.get_stencil()
- m = Map(self.surroundings.size, ' ')
+ m = Map(self.surroundings.size, ' ', self.surroundings.start_indented)
for pos in m:
if stencil[pos] == '.':
m[pos] = self.surroundings[pos]