home · contact · privacy
Use circle-out passes for DijkstraMap, refactor with FovMap code.
authorChristian Heller <c.heller@plomlompom.de>
Wed, 16 Dec 2020 17:55:14 +0000 (18:55 +0100)
committerChristian Heller <c.heller@plomlompom.de>
Wed, 16 Dec 2020 17:55:14 +0000 (18:55 +0100)
plomrogue/mapping.py
plomrogue/things.py

index 7b7ad3c6680e56b0901c40e1ca6ba13c2d9781d1..29078d87c0b9d71ef9ee2d8616e862888b73f705 100644 (file)
@@ -85,6 +85,10 @@ class MapGeometry():
         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):
@@ -98,10 +102,12 @@ 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)
@@ -118,10 +124,11 @@ class MapGeometrySquare(MapGeometryWithLeftRightMoves):
 
 
 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)
@@ -251,7 +258,6 @@ 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
@@ -259,18 +265,34 @@ class DijkstraMap(SourcedMap):
         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
@@ -353,7 +375,8 @@ class FovMap(SourcedMap):
                 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)
@@ -366,10 +389,6 @@ class FovMap(SourcedMap):
         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
@@ -379,30 +398,10 @@ class FovMap(SourcedMap):
         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])
index a3d622a0d1f73a99be1ea29dbb95370ac1c6fe4a..950a777f0bc951defb35f0f32cefe912f1008e25 100644 (file)
@@ -1,5 +1,5 @@
 from plomrogue.errors import GameError, PlayError
-from plomrogue.mapping import YX
+from plomrogue.mapping import YX, FovMap
 from plomrogue.misc import quote
 import random
 
@@ -210,12 +210,11 @@ class Thing_Bottle(Thing):
         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:
@@ -480,12 +479,11 @@ class ThingAnimate(Thing):
             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()