Working visibility and displaying it, still need to hide things that aren't visible
This commit is contained in:
parent
62ce2b5c71
commit
86628fdea6
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@ -15,8 +15,15 @@ class MapDisplay(Display):
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self.pad = self.newpad(m.height, self.pack.tile_width * m.width + 1)
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self.pad = self.newpad(m.height, self.pack.tile_width * m.width + 1)
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def update_pad(self) -> None:
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def update_pad(self) -> None:
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self.addstr(self.pad, 0, 0, self.map.draw_string(self.pack),
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for j in range(len(self.map.tiles)):
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self.pack.tile_fg_color, self.pack.tile_bg_color)
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for i in range(len(self.map.tiles[j])):
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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.addstr(self.pad, j, self.pack.tile_width * i,
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self.map.tiles[j][i].char(self.pack),
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color, self.pack.tile_bg_color)
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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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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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self.addstr(self.pad, e.y, self.pack.tile_width * e.x,
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self.pack[e.name.upper()],
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self.pack[e.name.upper()],
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@ -2,7 +2,7 @@
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# SPDX-License-Identifier: GPL-3.0-or-later
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# SPDX-License-Identifier: GPL-3.0-or-later
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import curses
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import curses
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from typing import Any
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from typing import Any, Union, Tuple
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class TexturePack:
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class TexturePack:
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@ -10,10 +10,11 @@ class TexturePack:
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name: str
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name: str
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tile_width: int
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tile_width: int
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tile_fg_color: int
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tile_fg_color: Union[int, Tuple[int, int, int]]
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tile_bg_color: int
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tile_fg_visible_color: Union[int, Tuple[int, int, int]]
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entity_fg_color: int
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tile_bg_color: Union[int, Tuple[int, int, int]]
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entity_bg_color: int
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entity_fg_color: Union[int, Tuple[int, int, int]]
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entity_bg_color: Union[int, Tuple[int, int, int]]
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BODY_SNATCH_POTION: str
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BODY_SNATCH_POTION: str
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BOMB: str
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BOMB: str
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@ -54,9 +55,10 @@ class TexturePack:
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TexturePack.ASCII_PACK = TexturePack(
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TexturePack.ASCII_PACK = TexturePack(
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name="ascii",
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name="ascii",
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tile_width=1,
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tile_width=1,
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tile_fg_visible_color=(1000, 1000, 1000),
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tile_fg_color=curses.COLOR_WHITE,
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tile_fg_color=curses.COLOR_WHITE,
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tile_bg_color=curses.COLOR_BLACK,
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tile_bg_color=curses.COLOR_BLACK,
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entity_fg_color=curses.COLOR_WHITE,
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entity_fg_color=(1000, 1000, 1000),
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entity_bg_color=curses.COLOR_BLACK,
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entity_bg_color=curses.COLOR_BLACK,
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BODY_SNATCH_POTION='S',
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BODY_SNATCH_POTION='S',
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@ -80,10 +82,11 @@ TexturePack.ASCII_PACK = TexturePack(
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TexturePack.SQUIRREL_PACK = TexturePack(
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TexturePack.SQUIRREL_PACK = TexturePack(
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name="squirrel",
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name="squirrel",
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tile_width=2,
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tile_width=2,
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tile_fg_visible_color=(1000, 1000, 1000),
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tile_fg_color=curses.COLOR_WHITE,
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tile_fg_color=curses.COLOR_WHITE,
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tile_bg_color=curses.COLOR_BLACK,
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tile_bg_color=curses.COLOR_BLACK,
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entity_fg_color=curses.COLOR_WHITE,
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entity_fg_color=(1000, 1000, 1000),
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entity_bg_color=curses.COLOR_WHITE,
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entity_bg_color=(1000, 1000, 1000),
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BODY_SNATCH_POTION='🔀',
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BODY_SNATCH_POTION='🔀',
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BOMB='💣',
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BOMB='💣',
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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, *args, **kwargs) \
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hazel: int = 42, vision: int = 5, *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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@ -32,6 +32,7 @@ class Player(InventoryHolder, FightingEntity):
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self.inventory = self.translate_inventory(inventory or [])
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self.inventory = self.translate_inventory(inventory or [])
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self.paths = dict()
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self.paths = dict()
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self.hazel = hazel
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self.hazel = hazel
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self.vision = vision
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def move(self, y: int, x: int) -> None:
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def move(self, y: int, x: int) -> None:
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"""
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"""
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@ -42,6 +43,7 @@ class Player(InventoryHolder, FightingEntity):
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self.map.currenty = y
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self.map.currenty = y
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self.map.currentx = x
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self.map.currentx = x
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self.recalculate_paths()
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self.recalculate_paths()
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self.map.compute_visibility(self.y, self.x, self.vision)
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def level_up(self) -> None:
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def level_up(self) -> None:
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"""
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"""
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@ -4,7 +4,8 @@
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from enum import Enum, auto
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from enum import Enum, auto
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from math import sqrt
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from math import sqrt
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from random import choice, randint
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from random import choice, randint
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from typing import List, Optional, Union, Tuple, Any
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from typing import List, Optional, Tuple, Any
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from math import ceil
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from .display.texturepack import TexturePack
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from .display.texturepack import TexturePack
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from .translations import gettext as _
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from .translations import gettext as _
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@ -38,19 +39,25 @@ class Slope():
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self.Y = y
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self.Y = y
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self.X = x
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self.X = x
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def compare(self, other: Union[Tuple[int, int], "Slope"]) -> int:
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def compare(self, other: "Slope") -> int:
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if isinstance(other, Slope):
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y, x = other.Y, other.X
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y, x = other.Y, other.X
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else:
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y, x = other
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return self.Y * x - self.X * y
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return self.Y * x - self.X * y
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def __lt__(self, other: Union[Tuple[int, int], "Slope"]) -> bool:
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def __lt__(self, other: "Slope") -> bool:
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return self.compare(other) < 0
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return self.compare(other) < 0
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def __eq__(self, other: Union[Tuple[int, int], "Slope"]) -> bool:
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def __eq__(self, other: "Slope") -> bool:
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return self.compare(other) == 0
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return self.compare(other) == 0
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def __gt__(self, other: "Slope") -> bool:
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return self.compare(other) > 0
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def __le__(self, other: "Slope") -> bool:
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return self.compare(other) <= 0
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def __ge__(self, other: "Slope") -> bool:
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return self.compare(other) >= 0
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class Map:
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class Map:
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"""
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"""
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@ -194,16 +201,16 @@ class Map:
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if top.X == 1:
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if top.X == 1:
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top_y = x
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top_y = x
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else:
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else:
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top_y = ((x * 2 - 1) * top.Y + top.X) / (top.X * 2)
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top_y = ceil(((x * 2 - 1) * top.Y + top.X) / (top.X * 2))
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if self.is_wall(top_y, x, octant, origin):
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if self.is_wall(top_y, x, octant, origin):
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if top >= (top_y * 2 + 1, x * 2) and not\
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if top >= Slope(top_y * 2 + 1, x * 2) and not\
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self.is_wall(top_y + 1, x, octant, origin):
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self.is_wall(top_y + 1, x, octant, origin):
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top_y += 1
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top_y += 1
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else:
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else:
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ax = x * 2
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ax = x * 2
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if self.is_wall(top_y + 1, x + 1, octant, origin):
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if self.is_wall(top_y + 1, x + 1, octant, origin):
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ax += 1
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ax += 1
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if top > (top_y * 2 + 1, ax):
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if top > Slope(top_y * 2 + 1, ax):
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top_y += 1
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top_y += 1
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return top_y
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return top_y
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@ -212,9 +219,9 @@ class Map:
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if bottom.Y == 0:
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if bottom.Y == 0:
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bottom_y = 0
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bottom_y = 0
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else:
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else:
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bottom_y = ((x * 2 + 1) * bottom.Y + bottom.X) /\
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bottom_y = ceil(((x * 2 - 1) * bottom.Y + bottom.X)
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(bottom.X * 2)
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/ (bottom.X * 2))
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if bottom >= (bottom_y * 2 + 1, x * 2) and\
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if bottom >= Slope(bottom_y * 2 + 1, x * 2) and\
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self.is_wall(bottom_y, x, octant, origin) and\
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self.is_wall(bottom_y, x, octant, origin) and\
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not self.is_wall(bottom_y + 1, x, octant, origin):
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not self.is_wall(bottom_y + 1, x, octant, origin):
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bottom_y += 1
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bottom_y += 1
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@ -223,17 +230,18 @@ class Map:
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def compute_visibility_octant(self, octant: int, origin: Tuple[int, int],
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def compute_visibility_octant(self, octant: int, origin: Tuple[int, int],
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max_range: int, distance: int, top: Slope,
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max_range: int, distance: int, top: Slope,
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bottom: Slope) -> None:
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bottom: Slope) -> None:
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for x in range(distance, max_range):
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for x in range(distance, max_range + 1):
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top_y = self.crop_top_visibility(octant, origin, x, top)
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top_y = self.crop_top_visibility(octant, origin, x, top)
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bottom_y = self.crop_bottom_visibility(octant, origin, x, bottom)
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bottom_y = self.crop_bottom_visibility(octant, origin, x, bottom)
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was_opaque = -1
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was_opaque = -1
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for y in range(top_y, bottom_y - 1, -1):
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for y in range(top_y, bottom_y - 1, -1):
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if sqrt(x**2 + y**2) > max_range:
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if x + y > max_range:
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continue
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continue
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is_opaque = self.is_wall(y, x, octant, origin)
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is_opaque = self.is_wall(y, x, octant, origin)
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is_visible = is_opaque\
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is_visible = is_opaque\
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or ((y != top_y or top > (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 or bottom < (y * 4 + 1, x * 4 + 1)))
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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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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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@ -242,7 +250,7 @@ class Map:
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nx, ny = x * 2, y * 2 + 1
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nx, ny = x * 2, y * 2 + 1
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if self.is_wall(y + 1, x, octant, origin):
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if self.is_wall(y + 1, x, octant, origin):
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nx -= 1
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nx -= 1
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if top > (ny, nx):
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if top > Slope(ny, nx):
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if y == bottom_y:
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if y == bottom_y:
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bottom = Slope(ny, nx)
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bottom = Slope(ny, nx)
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break
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break
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@ -257,8 +265,9 @@ class Map:
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nx, ny = x * 2, y * 2 + 1
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nx, ny = x * 2, y * 2 + 1
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if self.is_wall(y + 1, x + 1, octant, origin):
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if self.is_wall(y + 1, x + 1, octant, origin):
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nx += 1
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nx += 1
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if bottom >= (ny, nx):
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if bottom >= Slope(ny, nx):
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return
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return
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top = Slope(ny, nx)
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was_opaque = is_opaque
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was_opaque = is_opaque
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if was_opaque != 0:
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if was_opaque != 0:
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break
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break
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@ -268,30 +277,32 @@ class Map:
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origin: Tuple[int, int]) -> Tuple[int, int]:
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origin: Tuple[int, int]) -> Tuple[int, int]:
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ny, nx = origin
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ny, nx = origin
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if octant == 0:
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if octant == 0:
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return nx + x, ny - y
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return ny - y, nx + x
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elif octant == 1:
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elif octant == 1:
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return nx + y, ny - x
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return ny - x, nx + y
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elif octant == 2:
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elif octant == 2:
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return nx - y, ny - x
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return ny - x, nx - y
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elif octant == 3:
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elif octant == 3:
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return nx - x, ny - y
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return ny - y, nx - x
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elif octant == 4:
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elif octant == 4:
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return nx - x, ny + y
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return ny + y, nx - x
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elif octant == 5:
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elif octant == 5:
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return nx - y, ny + x
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return ny + x, nx - y
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elif octant == 6:
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elif octant == 6:
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return nx + y, ny + x
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return ny + x, nx + y
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elif octant == 7:
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elif octant == 7:
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return nx + x, ny + y
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return ny + y, nx + x
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def is_wall(self, y: int, x: int, octant: int,
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def is_wall(self, y: int, x: int, octant: int,
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origin: Tuple[int, int]) -> bool:
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origin: Tuple[int, int]) -> bool:
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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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return self.tiles[y][x].is_wall()
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return 0 <= y < len(self.tiles) and 0 <= x < len(self.tiles[0]) and \
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self.tiles[y][x].is_wall()
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def set_visible(self, y: int, x: int, octant: int,
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def set_visible(self, y: int, x: int, octant: int,
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origin: Tuple[int, int]) -> None:
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origin: Tuple[int, int]) -> None:
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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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self.visibility[y][x] = True
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self.visibility[y][x] = True
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def tick(self) -> None:
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def tick(self) -> None:
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