lowered_msg += c
return lowered_msg
+ def dijkstra(speaker):
+ n_max = 255
+
+ map_size = game.map.size_i
+ dijkstra_map = [n_max for i in range(game.map.size_i)]
+ dijkstra_map[game.map.get_position_index(speaker.position)] = 0
+
+ shrunk = True
+ while shrunk:
+ shrunk = False
+ for i in range(map_size):
+ if game.map.terrain[i] == 'X':
+ continue
+ neighbors = game.map_geometry.get_neighbors_i(i)
+ for direction in [d for d in neighbors if neighbors[d]]:
+ j = neighbors[direction]
+ if dijkstra_map[j] < dijkstra_map[i] - 1:
+ dijkstra_map[i] = dijkstra_map[j] + 1
+ shrunk = True
+ #print('DEBUG')
+ #line_to_print = []
+ #x = 0
+ #for n in dijkstra_map:
+ # line_to_print += ['%3s' % n]
+ # x += 1
+ # if x >= game.map.size.x:
+ # x = 0
+ # print(' '.join(line_to_print))
+ # line_to_print = []
+ return dijkstra_map
+
import random
if not connection_id in game.sessions:
raise GameError('need to be logged in for this')
speaker = game.get_thing(game.sessions[connection_id])
- n_max = 255
- map_size = game.map.size_i
- dijkstra_map = [n_max for i in range(game.map.size_i)]
- dijkstra_map[game.map.get_position_index(speaker.position)] = 0
- shrunk = True
- while shrunk:
- shrunk = False
- for i in range(map_size):
- if game.map.terrain[i] == 'X':
- continue
- neighbors = game.map_geometry.get_neighbors_i(i)
- for direction in [d for d in neighbors if neighbors[d]]:
- j = neighbors[direction]
- if dijkstra_map[j] < dijkstra_map[i] - 1:
- dijkstra_map[i] = dijkstra_map[j] + 1
- shrunk = True
- #print('DEBUG')
- #line_to_print = []
- #x = 0
- #for n in dijkstra_map:
- # line_to_print += ['%3s' % n]
- # x += 1
- # if x >= game.map.size.x:
- # x = 0
- # print(' '.join(line_to_print))
+ dijkstra_map = dijkstra(speaker)
for c_id in game.sessions:
listener = game.get_thing(game.sessions[c_id])
listener_vol = dijkstra_map[game.map.get_position_index(listener.position)]
def cmd_ANNOTATE(game, yx, msg, pw, connection_id):
player = game.get_thing(game.sessions[connection_id])
- if player.fov_stencil[yx] != '.':
+ corrected_yx = yx + player.fov_stencil.offset
+ if not player.fov_test(corrected_yx):
raise GameError('cannot annotate tile outside field of view')
- if not game.can_do_tile_with_pw(yx, pw):
+ if not game.can_do_tile_with_pw(corrected_yx, pw):
raise GameError('wrong password for tile')
if msg == ' ':
- if yx in game.annotations:
- del game.annotations[yx]
+ if corrected_yx in game.annotations:
+ del game.annotations[corrected_yx]
else:
- game.annotations[yx] = msg
+ game.annotations[corrected_yx] = msg
game.changed = True
cmd_ANNOTATE.argtypes = 'yx_tuple:nonneg string string'
def cmd_PORTAL(game, yx, msg, pw, connection_id):
player = game.get_thing(game.sessions[connection_id])
- if player.fov_stencil[yx] != '.':
+ corrected_yx = yx + player.fov_stencil.offset
+ if not player.fov_test(corrected_yx):
raise GameError('cannot edit portal on tile outside field of view')
- if not game.can_do_tile_with_pw(yx, pw):
+ if not game.can_do_tile_with_pw(corrected_yx, pw):
raise GameError('wrong password for tile')
if msg == ' ':
- if yx in game.portals:
- del game.portals[yx]
+ if corrected_yx in game.portals:
+ del game.portals[corrected_yx]
else:
- game.portals[yx] = msg
+ game.portals[corrected_yx] = msg
game.changed = True
cmd_PORTAL.argtypes = 'yx_tuple:nonneg string string'
def cmd_GET_ANNOTATION(game, yx, connection_id):
player = game.get_thing(game.sessions[connection_id])
+ corrected_yx = yx + player.fov_stencil.offset
annotation = '(unknown)';
- if player.fov_stencil[yx] == '.':
+ if player.fov_test(corrected_yx):
annotation = '(none)';
- if yx in game.annotations:
- annotation = game.annotations[yx]
+ if corrected_yx in game.annotations:
+ annotation = game.annotations[corrected_yx]
game.io.send('ANNOTATION %s %s' % (yx, quote(annotation)))
cmd_GET_ANNOTATION.argtypes = 'yx_tuple:nonneg'
visible_terrain = player.fov_stencil_map(self.map)
self.io.send('FOV %s' % quote(player.fov_stencil.terrain), c_id)
self.io.send('MAP %s %s %s' % (self.get_map_geometry_shape(),
- self.map_geometry.size,
+ player.fov_stencil.size,
quote(visible_terrain)), c_id)
visible_control = player.fov_stencil_map(self.map_control)
self.io.send('MAP_CONTROL %s' % quote(visible_control), c_id)
- for t in [t for t in self.things
- if player.fov_stencil[t.position] == '.']:
- self.io.send('THING %s %s %s' % (t.position, t.type_, t.id_), c_id)
+ for t in [t for t in self.things if player.fov_test(t.position)]:
+ corrected_yx = t.position - player.fov_stencil.offset
+ self.io.send('THING %s %s %s' % (corrected_yx, t.type_, t.id_),
+ c_id)
if hasattr(t, 'name'):
self.io.send('THING_NAME %s %s' % (t.id_, quote(t.name)), c_id)
if hasattr(t, 'player_char'):
self.io.send('THING_CHAR %s %s' % (t.id_,
quote(t.player_char)), c_id)
- for yx in [yx for yx in self.portals
- if player.fov_stencil[yx] == '.']:
- self.io.send('PORTAL %s %s' % (yx, quote(self.portals[yx])), c_id)
+ for yx in [yx for yx in self.portals if player.fov_test(yx)]:
+ corrected_yx = yx - player.fov_stencil.offset
+ self.io.send('PORTAL %s %s' % (corrected_yx,
+ quote(self.portals[yx])), c_id)
self.io.send('GAME_STATE_COMPLETE')
def run_tick(self):
for x in range(self.size.x):
yield YX(y, x)
+ # TODO: use this for more refactoring
+ def inside(self, yx):
+ if yx.y < 0 or yx.x < 0 or yx.y >= self.size.y or yx.x >= self.size.x:
+ return False
+ return True
+
@property
def size_i(self):
return self.size.y * self.size.x
class FovMap(Map):
- # FIXME: player visibility asymmetrical (A can see B when B can't see A)
+ # TODO: player visibility asymmetrical (A can see B when B can't see A):
+ # does this make sense, or not?
- def __init__(self, source_map, center):
+ def __init__(self, source_map, source_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
- self.terrain = '?' * self.size_i
- self.center = center
+ self.fov_radius = 12
+ self.set_size_offset_center(source_center)
+ self.terrain = '?' * self.size.y * self.size.x
self[self.center] = '.'
- self.shadow_cones = []
self.geometry = self.geometry_class(self.size)
+ self[self.center] = '.'
+ self.shadow_cones = []
self.circle_out(self.center, self.shadow_process)
- def shadow_process(self, yx, distance_to_center, dir_i, dir_progress):
+ def throws_shadow(self, source_yx):
+ return self.source_map[source_yx] == 'X'
+
+ def source_yx(self, yx):
+ source_yx = yx + self.offset
+ if not self.source_map.inside(source_yx):
+ return False
+ return source_yx
+
+ def shadow_process(self, yx, source_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.source_map[yx] == 'X':
+ if self.throws_shadow(source_yx):
unmerged = True
while merge_cone(cone):
unmerged = False
eval_cone([left_arm, right_arm])
def basic_circle_out_move(self, pos, direction):
- """Move position pos into direction. Return whether still in map."""
+ #"""Move position pos into direction. Return whether still in map."""
mover = getattr(self.geometry, 'move_' + direction)
- pos = mover(pos) #, self.start_indented)
- if pos.y < 0 or pos.x < 0 or \
- pos.y >= self.size.y or pos.x >= self.size.x:
- return pos, False
- return pos, True
+ return mover(pos)
def circle_out(self, yx, f):
# Optimization potential: Precalculate movement positions. (How to check
circle_in_map = True
distance = 1
yx = YX(yx.y, yx.x)
- while circle_in_map:
- if distance > self.fov_radius:
- break
- circle_in_map = False
- yx, _ = self.basic_circle_out_move(yx, 'RIGHT')
+ while distance <= self.fov_radius:
+ yx = self.basic_circle_out_move(yx, 'RIGHT')
for dir_i in range(len(self.circle_out_directions)):
for dir_progress in range(distance):
direction = self.circle_out_directions[dir_i]
- yx, test = self.circle_out_move(yx, direction)
- if test:
- f(yx, distance, dir_i, dir_progress)
- circle_in_map = True
+ yx = self.circle_out_move(yx, direction)
+ source_yx = self.source_yx(yx)
+ if source_yx:
+ f(yx, source_yx, distance, dir_i, dir_progress)
distance += 1
'UPRIGHT', 'RIGHT', 'DOWNRIGHT')
geometry_class = MapGeometryHex
+ def set_size_offset_center(self, source_center):
+ indent = 1 if (source_center.y % 2) else 0
+ self.size = YX(2 * self.fov_radius + 1 + indent,
+ 2 * self.fov_radius + 1)
+ self.offset = YX(source_center.y - self.fov_radius - indent,
+ source_center.x - self.fov_radius)
+ self.center = YX(self.fov_radius + indent, self.fov_radius)
+
def circle_out_move(self, yx, direction):
return self.basic_circle_out_move(yx, direction)
('UP', 'RIGHT'), ('RIGHT', 'DOWN'))
geometry_class = MapGeometrySquare
+ def set_size_offset_center(self, source_center):
+ self.size = YX(2 * self.fov_radius + 1, 2 * self.fov_radius + 1)
+ self.offset = YX(source_center.y - self.fov_radius,
+ source_center.x - self.fov_radius)
+ self.center = YX(self.fov_radius, self.fov_radius)
+
def circle_out_move(self, yx, direction):
- yx, _ = self.basic_circle_out_move(yx, direction[0])
+ yx = self.basic_circle_out_move(yx, direction[0])
return self.basic_circle_out_move(yx, direction[1])
self._fov = fov_map_class(self.game.map, self.position)
return self._fov
+ def fov_test(self, yx):
+ test_position = yx - self.fov_stencil.offset
+ if self.fov_stencil.inside(test_position):
+ if self.fov_stencil[test_position] == '.':
+ return True
+ return False
+
def fov_stencil_map(self, map):
visible_terrain = ''
- for i in range(self.fov_stencil.size_i):
- if self.fov_stencil.terrain[i] == '.':
- visible_terrain += map.terrain[i]
+ for yx in self.fov_stencil:
+ if self.fov_stencil[yx] == '.':
+ corrected_yx = yx + self.fov_stencil.offset
+ visible_terrain += map[corrected_yx]
else:
visible_terrain += ' '
return visible_terrain