x = big_yx.x * self.size.x + little_yx.x
return YX(y, x)
+ def basic_circle_out_move(self, position, direction):
+ mover = getattr(self, 'move__' + direction)
+ return mover(position)
+
class MapGeometryWithLeftRightMoves(MapGeometry):
class MapGeometrySquare(MapGeometryWithLeftRightMoves):
+ circle_out_directions = (('DOWN', 'LEFT'), ('LEFT', 'UP'),
+ ('UP', 'RIGHT'), ('RIGHT', 'DOWN'))
- def __init__(self, *args, **kwargs):
- super().__init__(*args, **kwargs)
- self.fov_map_class = FovMapSquare
+ def circle_out_move(self, yx, direction):
+ yx = self.basic_circle_out_move(yx, direction[0])
+ return self.basic_circle_out_move(yx, direction[1])
def define_segment(self, source_center, radius):
source_center = self.undouble_yxyx(*source_center)
class MapGeometryHex(MapGeometryWithLeftRightMoves):
+ circle_out_directions = ('DOWNLEFT', 'LEFT', 'UPLEFT',
+ 'UPRIGHT', 'RIGHT', 'DOWNRIGHT')
- def __init__(self, *args, **kwargs):
- super().__init__(*args, **kwargs)
- self.fov_map_class = FovMapHex
+ def circle_out_move(self, yx, direction):
+ return self.basic_circle_out_move(yx, direction)
def define_segment(self, source_center, radius):
source_center = self.undouble_yxyx(*source_center)
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
super().__init__(*args, **kwargs)
self.terrain = [255] * self.size_i
self[self.center] = 0
+
+ def work_tile(position_i):
+ shrunk_test = False
+ if self.source_map_segment[position_i] in self.block_chars:
+ return shrunk_test
+ neighbors = self.geometry.get_neighbors_i(position_i)
+ for direction in [d for d in neighbors if neighbors[d]]:
+ j = neighbors[direction]
+ if self.terrain[j] < self.terrain[position_i] - 1:
+ self.terrain[position_i] = self.terrain[j] + 1
+ shrunk_test = True
+ return shrunk_test
+
+ # TODO: refactor with FovMap.circle_out()
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
+ yx = self.center
+ distance = 1
+ while distance <= self.radius:
+ yx = self.geometry.basic_circle_out_move(yx, 'RIGHT')
+ for dir_i in range(len(self.geometry.circle_out_directions)):
+ for dir_progress in range(distance):
+ direction = self.geometry.circle_out_directions[dir_i]
+ yx = self.geometry.circle_out_move(yx, direction)
+ position_i = self.get_position_index(yx)
+ shrunk = True if work_tile(position_i) else shrunk
+ distance += 1
# print('DEBUG Dijkstra')
# line_to_print = []
# x = 0
if unmerged:
self.shadow_cones += [cone]
- step_size = (CIRCLE / len(self.circle_out_directions)) / distance_to_center
+ step_size = (CIRCLE / len(self.geometry.circle_out_directions))\
+ / distance_to_center
number_steps = dir_i * distance_to_center + dir_progress
left_arm = correct_arm(step_size / 2 + step_size * number_steps)
right_arm = correct_arm(left_arm + step_size)
else:
eval_cone([left_arm, right_arm])
- def basic_circle_out_move(self, pos, direction):
- mover = getattr(self.geometry, 'move__' + direction)
- return mover(pos)
-
def circle_out(self, yx, f):
# Optimization potential: Precalculate movement positions.
# Optimization potential: Precalculate what tiles are shaded by what tile
distance = 1
yx = YX(yx.y, yx.x)
while distance <= self.radius:
- yx = self.basic_circle_out_move(yx, 'RIGHT')
- for dir_i in range(len(self.circle_out_directions)):
+ yx = self.geometry.basic_circle_out_move(yx, 'RIGHT')
+ for dir_i in range(len(self.geometry.circle_out_directions)):
for dir_progress in range(distance):
- direction = self.circle_out_directions[dir_i]
- yx = self.circle_out_move(yx, direction)
+ direction = self.geometry.circle_out_directions[dir_i]
+ yx = self.geometry.circle_out_move(yx, direction)
f(yx, distance, dir_i, dir_progress)
distance += 1
-
-
-
-
-class FovMapHex(FovMap):
- circle_out_directions = ('DOWNLEFT', 'LEFT', 'UPLEFT',
- 'UPRIGHT', 'RIGHT', 'DOWNRIGHT')
-
- def circle_out_move(self, yx, direction):
- return self.basic_circle_out_move(yx, direction)
-
-
-
-class FovMapSquare(FovMap):
- circle_out_directions = (('DOWN', 'LEFT'), ('LEFT', 'UP'),
- ('UP', 'RIGHT'), ('RIGHT', 'DOWN'))
-
- def circle_out_move(self, yx, direction):
- yx = self.basic_circle_out_move(yx, direction[0])
- return self.basic_circle_out_move(yx, direction[1])
from plomrogue.errors import GameError, PlayError
-from plomrogue.mapping import YX
+from plomrogue.mapping import YX, FovMap
from plomrogue.misc import quote
import random
all_players = [t for t in self.game.things if t.type_ == 'Player']
# TODO: refactor with ThingPlayer.prepare_multiprocessible_fov_stencil
# and ThingPlayer.fov_test
- fov_map_class = self.game.map_geometry.fov_map_class
fov_radius = 12
light_blockers = self.game.get_light_blockers()
obstacles = [t.position for t in self.game.things if t.blocks_light]
- fov = fov_map_class(light_blockers, obstacles, self.game.maps,
- self.position, fov_radius, self.game.get_map)
+ fov = FovMap(light_blockers, obstacles, self.game.maps,
+ self.position, fov_radius, self.game.get_map)
fov.init_terrain()
visible_players = []
for p in all_players:
self.task = self.get_next_task()
def prepare_multiprocessible_fov_stencil(self):
- fov_map_class = self.game.map_geometry.fov_map_class
fov_radius = 3 if self.drunk > 0 else 12
light_blockers = self.game.get_light_blockers()
obstacles = [t.position for t in self.game.things if t.blocks_light]
- self._fov = fov_map_class(light_blockers, obstacles, self.game.maps,
- self.position, fov_radius, self.game.get_map)
+ self._fov = FovMap(light_blockers, obstacles, self.game.maps,
+ self.position, fov_radius, self.game.get_map)
def multiprocessible_fov_stencil(self):
self._fov.init_terrain()