- def __init__(self, source_map, center):
- self.source_map = source_map
- self.size = self.source_map.size
- self.fov_radius = 12 # (self.size.y / 2) - 0.5
- self.start_indented = True #source_map.start_indented
+ 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?
+
+ def __init__(self, *args, **kwargs):
+ super().__init__(*args, **kwargs)