Added loci, and made dialog processing internal to the engine.

This commit is contained in:
Patrick Marsee 2019-10-11 14:35:39 -04:00
parent 5010042430
commit 9cda61a895
11 changed files with 1860 additions and 1269 deletions

View file

@ -1,511 +1,10 @@
#gamemap.py
import re
import heapq
import xml.etree.ElementTree as ET
import ruamel.yaml
import math as _mt
from ruamel.yaml.comments import CommentedMap # for loading classes
class Thing(object):
def __init__(self, thingType: str, name: str, x: int, y: int, description: str, flags: int, playerx = None, playery = None):
self.thingType = thingType
self.name = name
self.description = description
self.x = x
self.y = y
self.playerx = x
self.playery = y
self.prevx = x # if an area gets double-occupied, a thing can get pushed back.
self.prevy = y
if playerx:
self.playerx = playerx
if playery:
self.playery = playery
self.passable = bool(flags & 1)
self.talkable = bool(flags & 2)
self.lookable = bool(flags & 4)
self.takeable = bool(flags & 8)
self.useable = bool(flags & 16)
self.graphic = ('clear', '#7F7F7F', ' ')
self.thingID = -1 # ID not assigned
def __str__(self):
"""__str__ is used for look."""
return self.description
def __eq__(self, other):
if not isinstance(other, Thing):
return False
return self.name == other.name
class Item(Thing):
yaml_flag = u'!Item'
defaultGraphic = ('clear', '#00BF00', '^')
def __init__(self, name, x: int, y: int, description: str, useFunc: str, useOnFunc: str, customValues: dict, ranged: bool, graphic = defaultGraphic):
super(Item, self).__init__('i', name, x, y, description, 13)
self.useFunc = useFunc
self.useOnFunc = useOnFunc
self.customValues = customValues
self.ranged = ranged
self.graphic = graphic
def use(self):
pass
@classmethod
def to_yaml(cls, representer, node):
# save usual things
ret = {'name': node.name, 'location': (node.x, node.y), 'description': node.description}
# save graphic
graphic = {}
if node.graphic[0] != Item.defaultGraphic[0]:
graphic['bgc'] = node.graphic[0]
if node.graphic[1] != Item.defaultGraphic[1]:
graphic['fgc'] = node.graphic[1]
if node.graphic[2] != Item.defaultGraphic[2]:
graphic['shape'] = node.graphic[2]
if len(graphic) > 0:
ret['graphic'] = graphic
# save use functions
if node.useFunc != '':
ret['useFunc'] = node.useFunc
if node.useOnFunc != '':
ret['useOnFunc'] = node.useOnFunc
if len(node.customValues) > 0:
ret['customValues'] = node.customValues
if node.ranged:
ret['ranged'] = node.ranged
return representer.represent_mapping(cls.yaml_flag, ret)
@classmethod
def from_yaml(cls, constructor, node):
parts = CommentedMap()
constructor.construct_mapping(node, parts, True)
# set default values for optional arguments
useFunc = ''
useOnFunc = ''
customValues = {}
ranged = False
bgc = Item.defaultGraphic[0]
fgc = Item.defaultGraphic[1]
shape = Item.defaultGraphic[2]
# load graphic
if 'graphic' in parts:
if 'bgc' in parts['graphic']:
bgc = parts['graphic']['bgc']
if 'fgc' in parts['graphic']:
fgc = parts['graphic']['fgc']
if 'shape' in parts['graphic']:
shape = parts['graphic']['shape']
graphic = (bgc, fgc, shape)
# load use functions
if 'useFunc' in parts:
useFunc = parts['useFunc']
if 'useOnFunc' in parts:
useOnFunc = parts['useOnFunc']
if 'customValues' in parts:
customValues = dict(parts['customValues'])
for v in customValues:
if isinstance(customValues[v], tuple):
customValues[v] = list(customValues[v])
if 'ranged' in parts:
useOnFunc = parts['ranged']
return cls(parts['name'], parts['location'][0], parts['location'][1],
parts['description'], useFunc, useOnFunc, customValues, ranged, graphic)
class Useable(Thing):
yaml_flag = u'!Useable'
defaultGraphic = ('clear', '#0000FF', '#')
def __init__(self, name, x: int, y: int, description: str, useFunc: str, customValues: dict, playerx = None, playery = None, graphic = defaultGraphic):
super(Useable, self).__init__('u', name, x, y, description, 16, playerx, playery)
self.useFunc = useFunc
self.customValues = customValues
self.graphic = graphic
@classmethod
def to_yaml(cls, representer, node):
# save usual things
ret = {'name': node.name, 'location': (node.x, node.y), 'description': node.description}
# save graphic
graphic = {}
if node.graphic[0] != Useable.defaultGraphic[0]:
graphic['bgc'] = node.graphic[0]
if node.graphic[1] != Useable.defaultGraphic[1]:
graphic['fgc'] = node.graphic[1]
if node.graphic[2] != Useable.defaultGraphic[2]:
graphic['shape'] = node.graphic[2]
if len(graphic) > 0:
ret['graphic'] = graphic
# save use functions
if node.useFunc != '':
ret['useFunc'] = node.useFunc
if len(node.customValues) > 0:
ret['customValues'] = node.customValues
if node.x != node.playerx or node.y != node.playery:
ret['useLocation'] = (node.playerx, node.playery)
return representer.represent_mapping(cls.yaml_flag, ret)
@classmethod
def from_yaml(cls, constructor, node):
parts = CommentedMap()
constructor.construct_mapping(node, parts, True)
# set default values for optional arguments
useFunc = ''
customValues = {}
playerx, playery = parts['location']
bgc = Useable.defaultGraphic[0]
fgc = Useable.defaultGraphic[1]
shape = Useable.defaultGraphic[2]
# load graphic
if 'graphic' in parts:
if 'bgc' in parts['graphic']:
bgc = parts['graphic']['bgc']
if 'fgc' in parts['graphic']:
fgc = parts['graphic']['fgc']
if 'shape' in parts['graphic']:
shape = parts['graphic']['shape']
graphic = (bgc, fgc, shape)
# load use functions
if 'useFunc' in parts:
useFunc = parts['useFunc']
if 'customValues' in parts:
customValues = dict(parts['customValues'])
for v in customValues:
if isinstance(customValues[v], tuple):
customValues[v] = list(customValues[v])
if 'useLocation' in parts:
playerx, playery = parts['useLocation']
return cls(parts['name'], parts['location'][0], parts['location'][1],
parts['description'], useFunc, customValues, playerx, playery, graphic)
class Character(Thing):
defaultGraphic = ('clear', '#000000', 'o')
def __init__(self, thingType: str, name: str, x: int, y: int,
description: str, inventory: dict, customValues: dict,
flags: int, playerx = None, playery = None, graphic = defaultGraphic):
super(Character, self).__init__(thingType, name, x, y, description, flags)
if inventory == None:
inventory = {} # create a new dict for the inventory.
# This couldn't be in the NPC constructor because
# then all characters would share a reference to
# the same empty inventory.
self.__inventory = inventory
self.customValues = customValues
self.graphic = graphic
self.thingNames = {}
# set up inventory shtuff
for i in self.__inventory:
if self.__inventory[i].name in self.thingNames:
self.thingNames[self.__inventory[i].name].append(i)
else:
self.thingNames[self.__inventory[i].name] = [i]
def addThing(self, thing):
if not isinstance(thing, Item):
raise TypeError("Only items can be added to a character's inventory.")
self.__inventory[thing.thingID] = thing
if thing.name in self.thingNames:
self.thingNames[thing.name].append(thing.thingID)
else:
self.thingNames[thing.name] = [thing.thingID]
def getThingByID(self, thingID):
return self.__inventory[thingID]
def getThingByName(self, name):
if name in self.thingNames:
return self.__inventory[self.thingNames[name][0]]
else:
return None
def removeThingByID(self, thingID):
ret = self.__inventory[thingID]
self.thingNames[ret.name].remove(thingID)
if len(self.thingNames[ret.name]) == 0:
del self.thingNames[ret.name]
del self.__inventory[thingID]
return ret
def removeThingByName(self, name):
ret = self.getThingByName(name)
self.thingNames[ret.name].remove(thingID)
if len(self.thingNames[ret.name]) == 0:
del self.thingNames[ret.name]
del self.__inventory[thingID]
return ret
def removeThing(self, ret):
self.thingNames[ret.name].remove(ret.thingID)
if len(self.thingNames[ret.name]) == 0:
del self.thingNames[ret.name]
del self.__inventory[ret.thingID]
return ret
@property
def inventory(self):
"""Get the inventory as a list."""
return list(self.__inventory.values())
class NPC(Character):
yaml_flag = u'!NPC'
defaultGraphic = ('clear', '#000000', 'o')
def __init__(self, name, x: int, y: int, description: str, behavior: str, inventory: list, customValues: dict, playerx = None, playery = None, graphic = defaultGraphic):
super(NPC, self).__init__('n', name, x, y, description, None, customValues, 6, playerx, playery, graphic)
self.behavior = behavior
self.behaveEvent = None
self.tempInventory = inventory # should be deleted once NPC is loaded
@classmethod
def to_yaml(cls, representer, node):
# save usual things
ret = {'name': node.name, 'location': (node.x, node.y),
'description': node.description, 'behavior': node.behavior}
# save graphic
graphic = {}
if node.graphic[0] != NPC.defaultGraphic[0]:
graphic['bgc'] = node.graphic[0]
if node.graphic[1] != NPC.defaultGraphic[1]:
graphic['fgc'] = node.graphic[1]
if node.graphic[2] != NPC.defaultGraphic[2]:
graphic['shape'] = node.graphic[2]
if len(graphic) > 0:
ret['graphic'] = graphic
# save use functions
if len(node.inventory) > 0:
ret['inventory'] = node.inventory
if len(node.customValues) > 0:
ret['customValues'] = node.customValues
if node.x != node.playerx or node.y != node.playery:
ret['useLocation'] = (node.playerx, node.playery)
return representer.represent_mapping(cls.yaml_flag, ret)
@classmethod
def from_yaml(cls, constructor, node):
parts = CommentedMap()
constructor.construct_mapping(node, parts, True)
# set default values for optional arguments
following = False
inventory = []
customValues = {}
playerx, playery = parts['location']
bgc = NPC.defaultGraphic[0]
fgc = NPC.defaultGraphic[1]
shape = NPC.defaultGraphic[2]
# load graphic
if 'graphic' in parts:
if 'bgc' in parts['graphic']:
bgc = parts['graphic']['bgc']
if 'fgc' in parts['graphic']:
fgc = parts['graphic']['fgc']
if 'shape' in parts['graphic']:
shape = parts['graphic']['shape']
graphic = (bgc, fgc, shape)
# load use functions
if 'inventory' in parts:
inventory = parts['inventory']
if 'customValues' in parts:
customValues = dict(parts['customValues'])
for v in customValues:
if isinstance(customValues[v], tuple):
customValues[v] = list(customValues[v])
if 'useLocation' in parts:
playerx, playery = parts['useLocation']
return cls(parts['name'], parts['location'][0], parts['location'][1],
parts['description'], parts['behavior'], inventory, customValues,
playerx, playery, graphic)
class Door(Thing):
yaml_flag = u'!Door'
defaultGraphic = ('clear', '#7F3F00', '#')
def __init__(self, name, x: int, y: int, locked: bool, description = None, key = None, graphic = defaultGraphic):
self.descBase = description
if description == None:
if locked:
description = "The {0} is locked.".format(name)
else:
description = "The {0} is unlocked.".format(name)
else:
if locked:
description += " It is locked.".format(name)
else:
description += " It is unlocked.".format(name)
super(Door, self).__init__('d', name, x, y, description, 1)
self.passable = not locked
self.key = key
self.graphic = graphic
def lock(self, key = None):
if key == self.key:
self.passable = not self.passable
if self.descBase == None:
if self.passable:
self.description = "The {0} is unlocked.".format(self.name)
else:
self.description = "The {0} is locked.".format(self.name)
else:
if self.passable:
self.description += " It is unlocked.".format(self.name)
else:
self.description += " It is locked.".format(self.name)
return True
return False
@classmethod
def to_yaml(cls, representer, node):
# save usual things
ret = {'name': node.name, 'location': (node.x, node.y)}
# save graphic
graphic = {}
if node.graphic[0] != Door.defaultGraphic[0]:
graphic['bgc'] = node.graphic[0]
if node.graphic[1] != Door.defaultGraphic[1]:
graphic['fgc'] = node.graphic[1]
if node.graphic[2] != Door.defaultGraphic[2]:
graphic['shape'] = node.graphic[2]
if len(graphic) > 0:
ret['graphic'] = graphic
# save door state
if node.passable:
ret['locked'] = not node.passable
if node.descBase != None:
ret['description'] = node.descBase
if node.key != None:
ret['key'] = node.key
return representer.represent_mapping(cls.yaml_flag, ret)
@classmethod
def from_yaml(cls, constructor, node):
parts = CommentedMap()
constructor.construct_mapping(node, parts, True)
# set default values for optional arguments
description = None
locked = False
key = None
bgc = Door.defaultGraphic[0]
fgc = Door.defaultGraphic[1]
shape = Door.defaultGraphic[2]
# load graphic
if 'graphic' in parts:
if 'bgc' in parts['graphic']:
bgc = parts['graphic']['bgc']
if 'fgc' in parts['graphic']:
fgc = parts['graphic']['fgc']
if 'shape' in parts['graphic']:
shape = parts['graphic']['shape']
graphic = (bgc, fgc, shape)
# load door state
if 'description' in parts:
description = parts['description']
if 'locked' in parts:
locked = parts['locked']
if 'key' in parts:
key = parts['key']
return cls(parts['name'], parts['location'][0], parts['location'][1],
locked, description, key, graphic)
class MapExit(Thing):
yaml_flag = u'!MapExit'
defaultGraphic = ('clear', '#FF0000', 'x')
def __init__(self, name, x: int, y: int, exitid: int, destination: str, prefix = None, onUse = '', key = True, graphic = defaultGraphic):
description = name
if prefix:
description = "{0} {1}".format(prefix, name)
super(MapExit, self).__init__('x', name, x, y, description, 5)
self.exitid = exitid
self.destination = destination
self.prefix = prefix
self.onUse = onUse
self.key = key
self.graphic = graphic
@classmethod
def to_yaml(cls, representer, node):
# save usual things
ret = {'name': node.name, 'location': (node.x, node.y), 'id': node.exitid, 'destination': node.destination}
# save graphic
graphic = {}
if node.graphic[0] != MapExit.defaultGraphic[0]:
graphic['bgc'] = node.graphic[0]
if node.graphic[1] != MapExit.defaultGraphic[1]:
graphic['fgc'] = node.graphic[1]
if node.graphic[2] != MapExit.defaultGraphic[2]:
graphic['shape'] = node.graphic[2]
if len(graphic) > 0:
ret['graphic'] = graphic
if node.prefix != None:
ret['prefix'] = node.prefix
if node.onUse != '':
ret['onUse'] = node.onUse
if node.key != True:
ret['key'] = node.key
return representer.represent_mapping(cls.yaml_flag, ret)
@classmethod
def from_yaml(cls, constructor, node):
parts = CommentedMap()
constructor.construct_mapping(node, parts, True)
# set default values for optional arguments
prefix = None
onUse = ''
key = True
bgc = MapExit.defaultGraphic[0]
fgc = MapExit.defaultGraphic[1]
shape = MapExit.defaultGraphic[2]
# load graphic
if 'graphic' in parts:
if 'bgc' in parts['graphic']:
bgc = parts['graphic']['bgc']
if 'fgc' in parts['graphic']:
fgc = parts['graphic']['fgc']
if 'shape' in parts['graphic']:
shape = parts['graphic']['shape']
graphic = (bgc, fgc, shape)
if 'prefix' in parts:
prefix = parts['prefix']
if 'onUse' in parts:
onUse = parts['onUse']
if 'key' in parts:
key = parts['key']
return cls(parts['name'], parts['location'][0], parts['location'][1],
parts['id'], parts['destination'], prefix, onUse, key, graphic)
class MapEntrance(Thing):
yaml_flag = u'!MapEntrance'
defaultGraphic = ('clear', 'clear', 'x')
# no graphic - should not be drawn
def __init__(self, x: int, y: int, exitid: int, name = None):
if name == None:
name = 'entrance {}'.format(exitid)
super(MapEntrance, self).__init__('a', name, x, y, '', 1)
self.exitid = exitid
@classmethod
def to_yaml(cls, representer, node):
# save usual things
ret = {'location': (node.x, node.y), 'id': node.exitid}
return representer.represent_mapping(cls.yaml_flag, ret)
@classmethod
def from_yaml(cls, constructor, node):
parts = CommentedMap()
constructor.construct_mapping(node, parts, True)
# set default values for optional arguments
return cls(parts['location'][0], parts['location'][1], parts['id'])
class PlayerCharacter(Character):
"""Player object. Cannot be created with yaml."""
defaultGraphic = ('clear', '#0000FF', 'o')
def __init__(self, x: int, y: int, description: str, inventory: dict, customValues: dict, name = 'You', graphic = defaultGraphic):
super(PlayerCharacter, self).__init__('p', name, x, y, description, inventory, customValues, 5, graphic=graphic)
import gamethings as _gt
import gamelocus as _gl
class MapError(RuntimeError):
pass
@ -518,6 +17,13 @@ class GameMap(object):
# regular expressions
tileRegex = re.compile(r'([a-z ])([0-9]+|[ ])')
matrixRegex = re.compile(r'(?:[ \t]*(?:[a-z ](?:[0-9]+|[ ]))+(\n))+')
yaml = ruamel.yaml.YAML()
yaml.register_class(_gt.Item)
yaml.register_class(_gt.Useable)
yaml.register_class(_gt.NPC)
yaml.register_class(_gt.Door)
yaml.register_class(_gt.MapExit)
yaml.register_class(_gt.MapEntrance)
def __init__(self, name, graph, matrix, dimensions):
self.name = name
@ -534,6 +40,7 @@ class GameMap(object):
self.wallColors = []
self.persistent = []
self.enterScript = ''
self.version = 'square 1'
@staticmethod
def __cleanStr(text: str, end = '\n'):
@ -562,22 +69,23 @@ it will read from stdin. Otherwise, it should be a valid file name.
Entering a map through stdin will be obsolete once testing is over."""
info = None
tryToRead = True
yaml = ruamel.yaml.YAML()
yaml.register_class(Item)
yaml.register_class(Useable)
yaml.register_class(NPC)
yaml.register_class(Door)
yaml.register_class(MapExit)
yaml.register_class(MapEntrance)
if infile != None:
try:
with open(infile, 'r') as f:
info = yaml.load(f)
info = GameMap.yaml.load(f)
except OSError as e:
print("The file could not be read.")
return None, nextThing
else:
raise MapError("No file was specified for loading.")
# Future feature: different map standards, with cool special features
# like hex tiles, or walls in-between tiles.
# For now just 'square 1': square tiles, version 1.
version = 'square 1'
if 'version' in info:
if info['version'] in ('square 1'):
version = info['version']
# Now what we do with the data
mat = None
@ -735,7 +243,7 @@ list of lists of tuples."""
return nextThing
def addThingRecursive(self, container, nextThing = 0):
if isinstance(container, Thing):
if isinstance(container, _gt.Thing):
if container.thingID == -1:
container.thingID = nextThing
nextThing = self.addThingRecursive(container.customValues, nextThing)
@ -777,42 +285,55 @@ list of lists of tuples."""
else:
raise ValueError('Thing cannot be found by {}.'.format(str(kwargs)))
def path(self, x1, y1, x2, y2, closeEnough = True):
def path(self, x1, y1, loc, closeEnough = True):
startThing = self.getThingAtCoords(x1, y1)
if not closeEnough:
if startThing and not startThing.passable:
return -1, [] # meaning you can't get there
dist, prev = self.dijkstra(x1, y1, closeEnough)
endPoint = self.coordsToInt(x2, y2)
#if not closeEnough:
# if startThing and not startThing.passable:
# return -1, [], -1 # meaning you can't get there
dist, prev, endPoint = self.dijkstra(x1, y1, loc, closeEnough)
#endPoint = self.coordsToInt(x2, y2)
numVertex = self.dimensions[0] * self.dimensions[1]
if dist[endPoint] < numVertex + 1:
return dist[endPoint], prev
if endPoint > -1 and dist[endPoint] < numVertex + 1:
pathList = [endPoint]
nextPoint = prev[endPoint]
while nextPoint != -1:
pathList.append(nextPoint)
nextPoint = prev[nextPoint]
pathList.reverse()
return dist[endPoint], pathList[1:], endPoint
else:
return -1, [] # meaning you can't get there
return -1, [], -1 # meaning you can't get there
def dijkstra(self, x1, y1, closeEnough = True):
def dijkstra(self, x1, y1, loc = None, closeEnough = True):
"""Uses Dijkstra's Algorithm to find the shortest path from (x1, y1) to (x2, y2)
The closeEnough parameter will create a path that lands beside the source if necessary."""
The closeEnough parameter will create a path that lands beside the source if
necessary. The loc parameter is an optional locus which will cause the function
to return once it finds a point that's in the locus."""
# first test to see that the start point is passable
startThing = self.getThingAtCoords(x1, y1)
startPoint = self.coordsToInt(x1, y1)
#endPoint = self.coordsToInt(x2, y2)
endPoint = -1 # until one matches the locus, which it might not.
numVertex = self.dimensions[0] * self.dimensions[1]
dist = [numVertex + 1 for i in range(numVertex)]
prev = [-1 for i in range(numVertex)]
dist[startPoint] = 0
if closeEnough:
if startThing and not startThing.passable:
dist[startPoint] = -1
#if closeEnough:
# if startThing and not startThing.passable:
# dist[startPoint] = -1 # This is so it doesn't path into a non-passable end point.
queue = []
heapq.heappush(queue, (dist[startPoint], startPoint))
while len(queue) > 0:
u = heapq.heappop(queue)[1]
if loc != None and self.intToCoords(u) in loc:
return dist, prev, u
for v in self.mapGraph[u]:
thing = self.getThingAtPos(v)
if thing and not thing.passable:
continue
if closeEnough and self.intToCoords(v) in loc:
return dist, prev, u
else:
continue
tempDist = dist[u] + 1
if tempDist < dist[v]:
dist[v] = tempDist
@ -820,7 +341,7 @@ The closeEnough parameter will create a path that lands beside the source if nec
prev[v] = u
heapq.heappush(queue, (dist[v], v))
return dist, prev
return dist, prev, endPoint
#if dist[endPoint] < numVertex + 1:
# return dist[endPoint], prev
#else:
@ -831,37 +352,13 @@ The closeEnough parameter will create a path that lands beside the source if nec
# Trivial case first:
if abs(x1 - x2) <= 1 and abs(y1 - y2) <= 1:
return True
Dx = x2 - x1
Dy = y2 - y1
y = y1 + 0.5
x = x1 + 0.5
lst = []
if abs(Dx) >= abs(Dy):
if Dx < 0:
x = x2 + 0.5
y = y2 + 0.5
dy = Dy / Dx
while(x < max(x2, x1) - 0.5):
x += 1
lst.append(self.coordsToInt(_mt.floor(x), _mt.floor(y)))
if _mt.floor(y) != _mt.floor(y + dy):
lst.append(self.coordsToInt(_mt.floor(x), _mt.floor(y + dy)))
y += dy
elif abs(Dx) < abs(Dy):
if Dy < 0:
x = x2 + 0.5
y = y2 + 0.5
dx = Dx / Dy
while(y < max(y2, y1) - 0.5):
y += 1
lst.append(self.coordsToInt(_mt.floor(x), _mt.floor(y)))
if _mt.floor(x) != _mt.floor(x + dx):
lst.append(self.coordsToInt(_mt.floor(x + dx), _mt.floor(y)))
x += dx
# Common case second:
lst = list(_gl.LineLocus(x1, y1, x2, y2, False))[1:-1]
# Here is where we actually check:
for space in lst:
if not self.isPassable(space):
if not self.isPassable(self.coordsToInt(*space)):
return False
return True
@ -999,6 +496,8 @@ The closeEnough parameter will create a path that lands beside the source if nec
else:
x, y = self.intToCoords(x)
if thing != None:
if thing.x == x and thing.y == y:
return # it's already there, so don't do anything.
oldPos = self.coordsToInt(thing.x, thing.y)
if oldPos in self.thingPos:
self.thingPos[oldPos].remove(thing.thingID)
@ -1015,3 +514,75 @@ The closeEnough parameter will create a path that lands beside the source if nec
else:
raise MapError("There is nothing to move.")
class LoSLocus(_gl.Locus):
"""A locus that defines all points within line-of-sight of a given points."""
def __init__(self, x, y, level):
self.x = x
self.y = y
self.level = level
def __contains__(self, item):
if not isinstance(item, tuple) and not isinstance(item, list):
raise ValueError("Item must be a tuple or a list.")
x, y = item
return self.level.lineOfSight(x, y, self.x, self.y)
def __iter__(self):
ret = [(self.x, self.y)]
mat = [[False for i in range(self.level.y)] for j in range(self.level.x)]
mat[self.x][self.y] = True
fringe = [(self.x, self.y + 1), (self.x + 1, self.y), (self.x, self.y - 1), (self.x - 1, self.y),
(self.x + 1, self.y + 1), (self.x + 1, self.y - 1), (self.x - 1, self.y - 1), (self.x - 1, self.y + 1)]
while len(fringe) > 0:
point = fringe.pop(0)
check = []
if abs(point[0] - self.x) > abs(point[1] - self.y):
if point[0] > self.x:
check.append((point[0] - 1, point[1]))
if point[1] > self.y:
check.append((point[0] - 1, point[1] - 1))
elif point[1] < self.y:
check.append((point[0] - 1, point[1] + 1))
else:
check.append((point[0] + 1, point[1]))
if point[1] > self.y:
check.append((point[0] + 1, point[1] - 1))
elif point[1] < self.y:
check.append((point[0] + 1, point[1] + 1))
elif abs(point[0] - self.x) < abs(point[1] - self.y):
if point[1] > self.y:
check.append((point[0], point[1] - 1))
if point[0] > self.x:
check.append((point[0] - 1, point[1] - 1))
elif point[0] < self.x:
check.append((point[0] + 1, point[1] - 1))
else:
check.append((point[0], point[1] + 1))
if point[0] > self.x:
check.append((point[0] - 1, point[1] + 1))
elif point[0] < self.x:
check.append((point[0] + 1, point[1] + 1))
else:
if point[0] > self.x:
if point[1] > self.y:
check.append((point[0] - 1, point[1] - 1))
else:
check.append((point[0] - 1, point[1] - 1))
else:
if point[1] > self.y:
check.append((point[0] + 1, point[1] - 1))
else:
check.append((point[0] + 1, point[1] - 1))
status = [mat[i[0]][i[1]] for i in check]
addIf = False
if True in status:
if False in status:
addIf = self.level.lineOfSight(point[0], point[1], self.x, self.y)
else:
addIf = True
if addIf:
mat[point[0]][point[1]] = self.level.isPassable(*point)
ret.append(point)
return iter(ret)