Working visibility (at least relatively good), but a few lines untested
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################################################################################
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################################################################################
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@ -17,6 +17,8 @@ class MapDisplay(Display):
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def update_pad(self) -> None:
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def update_pad(self) -> None:
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for j in range(len(self.map.tiles)):
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for j in range(len(self.map.tiles)):
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for i in range(len(self.map.tiles[j])):
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for i in range(len(self.map.tiles[j])):
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if not self.map.seen_tiles[j][i]:
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continue
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color = self.pack.tile_fg_visible_color if \
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color = self.pack.tile_fg_visible_color if \
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self.map.visibility[j][i] else self.pack.tile_fg_color
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self.map.visibility[j][i] else self.pack.tile_fg_color
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self.addstr(self.pad, j, self.pack.tile_width * i,
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self.addstr(self.pad, j, self.pack.tile_width * i,
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@ -25,9 +27,11 @@ class MapDisplay(Display):
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# self.addstr(self.pad, 0, 0, self.map.draw_string(self.pack),
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# self.addstr(self.pad, 0, 0, self.map.draw_string(self.pack),
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# self.pack.tile_fg_color, self.pack.tile_bg_color)
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# self.pack.tile_fg_color, self.pack.tile_bg_color)
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for e in self.map.entities:
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for e in self.map.entities:
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self.addstr(self.pad, e.y, self.pack.tile_width * e.x,
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if self.map.visibility[e.y][e.x]:
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self.pack[e.name.upper()],
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self.addstr(self.pad, e.y, self.pack.tile_width * e.x,
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self.pack.entity_fg_color, self.pack.entity_bg_color)
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self.pack[e.name.upper()],
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self.pack.entity_fg_color,
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self.pack.entity_bg_color)
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# Display Path map for debug purposes
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# Display Path map for debug purposes
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# from squirrelbattle.entities.player import Player
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# from squirrelbattle.entities.player import Player
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@ -21,7 +21,7 @@ class Player(InventoryHolder, FightingEntity):
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strength: int = 5, intelligence: int = 1, charisma: int = 1,
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strength: int = 5, intelligence: int = 1, charisma: int = 1,
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dexterity: int = 1, constitution: int = 1, level: int = 1,
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dexterity: int = 1, constitution: int = 1, level: int = 1,
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current_xp: int = 0, max_xp: int = 10, inventory: list = None,
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current_xp: int = 0, max_xp: int = 10, inventory: list = None,
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hazel: int = 42, vision: int = 5, *args, **kwargs) \
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hazel: int = 42, vision: int = 50, *args, **kwargs) \
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-> None:
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-> None:
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super().__init__(name=name, maxhealth=maxhealth, strength=strength,
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super().__init__(name=name, maxhealth=maxhealth, strength=strength,
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intelligence=intelligence, charisma=charisma,
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intelligence=intelligence, charisma=charisma,
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@ -70,6 +70,7 @@ class Map:
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start_x: int
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start_x: int
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tiles: List[List["Tile"]]
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tiles: List[List["Tile"]]
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visibility: List[List[bool]]
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visibility: List[List[bool]]
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seen_tiles: List[List[bool]]
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entities: List["Entity"]
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entities: List["Entity"]
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logs: Logs
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logs: Logs
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# coordinates of the point that should be
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# coordinates of the point that should be
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@ -86,6 +87,8 @@ class Map:
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self.tiles = tiles
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self.tiles = tiles
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self.visibility = [[False for _ in range(len(tiles[0]))]
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self.visibility = [[False for _ in range(len(tiles[0]))]
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for _ in range(len(tiles))]
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for _ in range(len(tiles))]
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self.seen_tiles = [[False for _ in range(len(tiles[0]))]
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for _ in range(len(tiles))]
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self.entities = []
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self.entities = []
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self.logs = Logs()
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self.logs = Logs()
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@ -191,7 +194,7 @@ class Map:
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for line in self.visibility:
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for line in self.visibility:
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for i in range(len(line)):
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for i in range(len(line)):
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line[i] = False
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line[i] = False
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self.visibility[y][x] = True
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self.set_visible(0, 0, 0, (y, x))
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for octant in range(8):
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for octant in range(8):
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self.compute_visibility_octant(octant, (y, x), max_range, 1,
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self.compute_visibility_octant(octant, (y, x), max_range, 1,
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Slope(1, 1), Slope(0, 1))
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Slope(1, 1), Slope(0, 1))
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@ -242,6 +245,9 @@ class Map:
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or ((y != top_y or top > Slope(y * 4 - 1, x * 4 + 1))
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or ((y != top_y or top > Slope(y * 4 - 1, x * 4 + 1))
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and (y != bottom_y
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and (y != bottom_y
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or bottom < Slope(y * 4 + 1, x * 4 - 1)))
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or bottom < Slope(y * 4 + 1, x * 4 - 1)))
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# is_visible = is_opaque\
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# or ((y != top_y or top >= Slope(y, x))
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# and (y != bottom_y or bottom <= Slope(y, x)))
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if is_visible:
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if is_visible:
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self.set_visible(y, x, octant, origin)
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self.set_visible(y, x, octant, origin)
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if x == max_range:
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if x == max_range:
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@ -304,6 +310,7 @@ class Map:
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y, x = self.translate_coord(y, x, octant, origin)
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y, x = self.translate_coord(y, x, octant, origin)
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if 0 <= y < len(self.tiles) and 0 <= x < len(self.tiles[0]):
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if 0 <= y < len(self.tiles) and 0 <= x < len(self.tiles[0]):
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self.visibility[y][x] = True
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self.visibility[y][x] = True
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self.seen_tiles[y][x] = True
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def tick(self) -> None:
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def tick(self) -> None:
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"""
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"""
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@ -133,7 +133,7 @@ class TestEntities(unittest.TestCase):
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self.assertEqual(item.y, 42)
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self.assertEqual(item.y, 42)
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self.assertEqual(item.x, 42)
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self.assertEqual(item.x, 42)
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# Wait for the explosion
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# Wait for the explosion
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for ignored in range(5):
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for _ignored in range(5):
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item.act(self.map)
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item.act(self.map)
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self.assertTrue(hedgehog.dead)
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self.assertTrue(hedgehog.dead)
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self.assertTrue(teddy_bear.dead)
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self.assertTrue(teddy_bear.dead)
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@ -4,7 +4,7 @@
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import unittest
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import unittest
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from squirrelbattle.display.texturepack import TexturePack
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from squirrelbattle.display.texturepack import TexturePack
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from squirrelbattle.interfaces import Map, Tile
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from squirrelbattle.interfaces import Map, Tile, Slope
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from squirrelbattle.resources import ResourceManager
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from squirrelbattle.resources import ResourceManager
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@ -37,3 +37,21 @@ class TestInterfaces(unittest.TestCase):
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self.assertFalse(Tile.WALL.can_walk())
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self.assertFalse(Tile.WALL.can_walk())
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self.assertFalse(Tile.EMPTY.can_walk())
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self.assertFalse(Tile.EMPTY.can_walk())
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self.assertRaises(ValueError, Tile.from_ascii_char, 'unknown')
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self.assertRaises(ValueError, Tile.from_ascii_char, 'unknown')
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def test_slope(self) -> None:
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"""
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Test good behaviour of slopes (basically vectors, compared according to
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the determinant)
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"""
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a = Slope(1, 1)
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b = Slope(0, 1)
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self.assertTrue(b < a)
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self.assertTrue(b <= a)
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self.assertTrue(a <= a)
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self.assertTrue(a == a)
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self.assertTrue(a > b)
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self.assertTrue(a >= b)
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# def test_visibility(self) -> None:
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# m = Map.load(ResourceManager.get_asset_path("example_map_3.txt"))
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# m.compute_visibility(1, 1, 50)
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