class SourcedMap(Map):
- def __init__(self, source_maps, source_center, radius, get_map):
+ def __init__(self, things, source_maps, source_center, radius, get_map):
self.source_maps = source_maps
self.radius = radius
example_map = get_map(YX(0, 0))
for yx in self:
big_yx, _ = self.source_yxyx(yx)
get_map(big_yx)
+ self.source_map_segment = ''
+ obstacles = {}
+ for yxyx in [t.position for t in things if t.blocking]:
+ if yxyx == source_center:
+ continue
+ if yxyx[0] not in obstacles:
+ obstacles[yxyx[0]] = []
+ obstacles[yxyx[0]] += [yxyx[1]]
+ for yx in self:
+ big_yx, little_yx = self.source_yxyx(yx)
+ if big_yx in obstacles and little_yx in obstacles[big_yx]:
+ self.source_map_segment += 'X'
+ else:
+ self.source_map_segment += self.source_maps[big_yx][little_yx]
def source_yxyx(self, yx):
absolute_yx = yx + self.offset
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 'X=':
continue
neighbors = self.geometry.get_neighbors_i(i)
for direction in [d for d in neighbors if neighbors[d]]:
# 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 = []
self.shadow_cones = []
self.circle_out(self.center, self.shadow_process)
- 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)] == 'X'
- 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.
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
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')