Merge branch 'lighting' into 'master'
Lighting Closes #27 See merge request ynerant/squirrel-battle!34
This commit is contained in:
commit
da47731faf
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@ -3,6 +3,7 @@
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env/
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venv/
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local/
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.coverage
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.pytest_cache/
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@ -0,0 +1,41 @@
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1 6
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################################################################################
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#..............................................................................#
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################################################################################
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@ -22,16 +22,21 @@ class MapDisplay(Display):
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self.pack.tile_width * self.map.width + 1)
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def update_pad(self) -> None:
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self.pad.resize(500, 500)
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for i in range(self.map.height):
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for j in range(self.map.width):
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self.addstr(self.pad, i, j * self.pack.tile_width,
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self.map.tiles[i][j].char(self.pack),
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*self.map.tiles[i][j].color(self.pack))
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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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if not self.map.seen_tiles[j][i]:
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continue
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fg, bg = self.map.tiles[j][i].visible_color(self.pack) if \
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self.map.visibility[j][i] else \
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self.map.tiles[j][i].hidden_color(self.pack)
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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), fg, bg)
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for e in self.map.entities:
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if self.map.visibility[e.y][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.entity_fg_color, self.pack.entity_bg_color)
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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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# from squirrelbattle.entities.player import Player
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@ -2,7 +2,7 @@
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# SPDX-License-Identifier: GPL-3.0-or-later
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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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@ -13,10 +13,11 @@ class TexturePack:
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name: str
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tile_width: int
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tile_fg_color: int
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tile_bg_color: int
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entity_fg_color: int
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entity_bg_color: int
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tile_fg_color: Union[int, Tuple[int, int, int]]
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tile_fg_visible_color: Union[int, Tuple[int, int, int]]
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tile_bg_color: Union[int, Tuple[int, int, 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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BOMB: str
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@ -58,9 +59,10 @@ class TexturePack:
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TexturePack.ASCII_PACK = TexturePack(
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name="ascii",
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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_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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BODY_SNATCH_POTION='S',
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TexturePack.SQUIRREL_PACK = TexturePack(
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name="squirrel",
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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_bg_color=curses.COLOR_BLACK,
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entity_fg_color=curses.COLOR_WHITE,
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entity_bg_color=curses.COLOR_WHITE,
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entity_fg_color=(1000, 1000, 1000),
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entity_bg_color=(1000, 1000, 1000),
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BODY_SNATCH_POTION='🔀',
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BOMB='💣',
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EMPTY=' ',
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EXPLOSION='💥',
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FLOOR='██',
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LADDER=('🪜', curses.COLOR_WHITE, curses.COLOR_WHITE),
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LADDER=('🪜', curses.COLOR_WHITE, (1000, 1000, 1000),
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curses.COLOR_WHITE, (1000, 1000, 1000)),
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HAZELNUT='🌰',
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HEART='💜',
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HEDGEHOG='🦔',
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@ -17,7 +17,7 @@ class Player(InventoryHolder, FightingEntity):
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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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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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super().__init__(name=name, maxhealth=maxhealth, strength=strength,
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intelligence=intelligence, charisma=charisma,
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self.inventory = self.translate_inventory(inventory or [])
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self.paths = dict()
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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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"""
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self.map.currenty = y
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self.map.currentx = x
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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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"""
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@ -2,7 +2,7 @@
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# SPDX-License-Identifier: GPL-3.0-or-later
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from enum import Enum, auto
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from math import sqrt
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from math import ceil, sqrt
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from random import choice, randint
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from typing import List, Optional, Any, Dict, Tuple
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from queue import PriorityQueue
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self.messages = []
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class Slope():
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X: int
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Y: int
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def __init__(self, y: int, x: int) -> None:
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self.Y = y
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self.X = x
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def compare(self, other: "Slope") -> int:
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y, x = other.Y, other.X
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return self.Y * x - self.X * y
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def __lt__(self, other: "Slope") -> bool:
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return self.compare(other) < 0
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def __eq__(self, other: "Slope") -> bool:
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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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"""
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The Map object represents a with its width, height
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start_y: int
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start_x: int
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tiles: List[List["Tile"]]
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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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logs: Logs
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# coordinates of the point that should be
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self.start_y = start_y
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self.start_x = start_x
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self.tiles = tiles
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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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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.logs = Logs()
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"""
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Puts randomly {count} entities on the map, only on empty ground tiles.
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"""
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for ignored in range(count):
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for _ignored in range(count):
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y, x = 0, 0
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while True:
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y, x = randint(0, self.height - 1), randint(0, self.width - 1)
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tile = self.tiles[y][x]
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entity.move(y, x)
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self.add_entity(entity)
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def compute_visibility(self, y: int, x: int, max_range: int) -> None:
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"""
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Sets the visible tiles to be the ones visible by an entity at point
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(y, x), using a twaked shadow casting algorithm
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"""
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for line in self.visibility:
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for i in range(len(line)):
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line[i] = False
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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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self.compute_visibility_octant(octant, (y, x), max_range, 1,
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Slope(1, 1), Slope(0, 1))
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def crop_top_visibility(self, octant: int, origin: Tuple[int, int],
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x: int, top: Slope) -> int:
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if top.X == 1:
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top_y = x
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else:
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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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top_y += 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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else:
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ax = x * 2
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ax += self.is_wall(top_y + 1, x + 1, octant, origin)
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top_y += top > Slope(top_y * 2 + 1, ax)
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return top_y
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def crop_bottom_visibility(self, octant: int, origin: Tuple[int, int],
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x: int, bottom: Slope) -> int:
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if bottom.Y == 0:
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bottom_y = 0
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else:
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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_y += 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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not self.is_wall(bottom_y + 1, x, octant, origin)
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return bottom_y
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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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bottom: Slope) -> None:
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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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bottom_y = self.crop_bottom_visibility(octant, origin, x, bottom)
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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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if x + y > max_range:
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continue
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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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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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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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self.set_visible(y, x, octant, origin)
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if x == max_range:
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continue
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if is_opaque and was_opaque == 0:
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nx, ny = x * 2, y * 2 + 1
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nx -= self.is_wall(y + 1, x, octant, origin)
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if top > Slope(ny, nx):
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if y == bottom_y:
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bottom = Slope(ny, nx)
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break
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else:
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self.compute_visibility_octant(
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octant, origin, max_range, x + 1, top,
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Slope(ny, nx))
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elif y == bottom_y: # pragma: no cover
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return
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elif not is_opaque and was_opaque == 1:
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nx, ny = x * 2, y * 2 + 1
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nx += self.is_wall(y + 1, x + 1, octant, origin)
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if bottom >= Slope(ny, nx): # pragma: no cover
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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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if was_opaque != 0:
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break
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@staticmethod
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def translate_coord(y: int, x: int, octant: int,
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origin: Tuple[int, int]) -> Tuple[int, int]:
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ny, nx = origin
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if octant == 0:
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return ny - y, nx + x
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elif octant == 1:
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return ny - x, nx + y
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elif octant == 2:
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return ny - x, nx - y
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elif octant == 3:
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return ny - y, nx - x
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elif octant == 4:
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return ny + y, nx - x
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elif octant == 5:
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return ny + x, nx - y
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elif octant == 6:
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return ny + x, nx + y
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elif octant == 7:
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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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origin: Tuple[int, int]) -> bool:
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y, x = self.translate_coord(y, x, octant, origin)
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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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origin: Tuple[int, int]) -> None:
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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.seen_tiles[y][x] = True
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def tick(self, p: Any) -> None:
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"""
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Triggers all entity events.
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|
@ -228,12 +383,21 @@ class Tile(Enum):
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val = getattr(pack, self.name)
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return val[0] if isinstance(val, tuple) else val
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def color(self, pack: TexturePack) -> Tuple[int, int]:
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def visible_color(self, pack: TexturePack) -> Tuple[int, int]:
|
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"""
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Retrieve the tuple (fg_color, bg_color) of the current Tile
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if it is visible.
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"""
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val = getattr(pack, self.name)
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return (val[2], val[4]) if isinstance(val, tuple) else \
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(pack.tile_fg_visible_color, pack.tile_bg_color)
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def hidden_color(self, pack: TexturePack) -> Tuple[int, int]:
|
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"""
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Retrieve the tuple (fg_color, bg_color) of the current Tile.
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"""
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val = getattr(pack, self.name)
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return (val[1], val[2]) if isinstance(val, tuple) else \
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return (val[1], val[3]) if isinstance(val, tuple) else \
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(pack.tile_fg_color, pack.tile_bg_color)
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def is_wall(self) -> bool:
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|
|
|
@ -175,7 +175,7 @@ class TestEntities(unittest.TestCase):
|
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self.assertEqual(item.y, 42)
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self.assertEqual(item.x, 42)
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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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self.assertTrue(hedgehog.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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|
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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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|
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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.EMPTY.can_walk())
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self.assertRaises(ValueError, Tile.from_ascii_char, 'unknown')
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|
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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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|
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# def test_visibility(self) -> None:
|
||||
# m = Map.load(ResourceManager.get_asset_path("example_map_3.txt"))
|
||||
# m.compute_visibility(1, 1, 50)
|
||||
|
|
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