def __init__(self, size):
self.size = size
self.neighbors_i = {}
+ self.directions = self.get_directions()
def get_directions(self):
directions = []
def get_neighbors_yxyx(self, yxyx):
neighbors = {}
- for direction in self.get_directions():
+ for direction in self.directions:
neighbors[direction] = self.move_yxyx(yxyx, direction)
return neighbors
def get_neighbors_yx(self, pos):
neighbors = {}
- for direction in self.get_directions():
+ for direction in self.directions:
neighbors[direction] = self.move_yx(pos, direction)
return neighbors
def __init__(self, map_geometry):
self.geometry = map_geometry
- self.terrain = '.' * self.size_i
+ self.terrain = '.' * self.size_i # TODO: use Game.get_flatland()?
def __getitem__(self, yx):
return self.terrain[self.get_position_index(yx)]
class SourcedMap(Map):
- def __init__(self, things, source_maps, source_center, radius, get_map):
+ def __init__(self, block_chars, things, source_maps, source_center, radius,
+ get_map):
+ self.block_chars = block_chars
self.radius = radius
example_map = get_map(YX(0, 0))
self.source_geometry = example_map.geometry
if yxyx[0] not in obstacles:
obstacles[yxyx[0]] = []
obstacles[yxyx[0]] += [yxyx[1]]
- for yx in self:
+ for yx in self: # TODO: iter and source_yxyx expensive, cache earlier?
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'
+ self.source_map_segment += self.block_chars[0]
else:
self.source_map_segment += source_maps[big_yx][little_yx]
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
while shrunk:
shrunk = False
for i in range(self.size_i):
- if self.source_map_segment[i] in 'X=':
+ 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]]:
return self
def throws_shadow(self, yx):
- return self.source_map_segment[self.get_position_index(yx)] == 'X'
+ return self.source_map_segment[self.get_position_index(yx)]\
+ in self.block_chars
def shadow_process(self, yx, distance_to_center, dir_i, dir_progress):
# Possible optimization: If no shadow_cones yet and self[yx] == '.',
return mover(pos)
def circle_out(self, yx, f):
- # Optimization potential: Precalculate movement positions. (How to check
- # circle_in_map then?)
+ # Optimization potential: Precalculate movement positions.
# Optimization potential: Precalculate what tiles are shaded by what tile
# and skip evaluation of already shaded tile. (This only works if tiles
# shading implies they completely lie in existing shades; otherwise we