def unit_test2():

    from coords import Coords
    from level import Level, prep_level_for_unit_testing, BLOCKS_MOVEMENT
    from line_of_sight import find_end_point_alt

    gameLevel = Level(0)

    start_point = Coords(4, 4)

    targets = [
        Coords(4, 12),
        Coords(12, 12),
        Coords(12, 4),
        Coords(2, 2),
        Coords(2, 4),
        Coords(1, 7)
    ]

    set_up_level(gameLevel, start_point, targets)

    for t in targets:
        ep = find_end_point_alt(gameLevel, start_point, t, BLOCKS_MOVEMENT, max_range=20)
        print('Start point: {}, target: {}, end point: {}, end point tile symbol: {}'.format(
            start_point, t, ep, gameLevel.grid[ep.y][ep.x].symbol))
        print(start_point.distance(ep))

    print('Max Range of 3')

    for t in targets:
        ep = find_end_point_alt(gameLevel, start_point, t, BLOCKS_MOVEMENT, max_range=3)
        print('Start point: {}, target: {}, end point: {}, end point tile symbol: {}'.format(
            start_point, t, ep, gameLevel.grid[ep.y][ep.x].symbol))
        print(start_point.distance(ep))


    for y in range(gameLevel.widthHeight.y):
        print(''.join([x.symbol for x in gameLevel.grid[y]]))
Beispiel #2
0
    def checkForObstructionBetweenPoints(self,
                                         originPoint,
                                         destinationPoint,
                                         checkForEntitiesBetweenPoints=False,
                                         maxRange=100000) -> bool:  #moveThru

        end_point = find_end_point_alt(self, originPoint, destinationPoint,
                                       BLOCKS_MOVEMENT, maxRange)

        d1 = destinationPoint - originPoint

        d2 = d1.normalize(new_tuple=False)

        d3 = (d2 * (maxRange + 1)).round

        n: Coords = d3 + originPoint

        return end_point != n
def unit_test4():
    import tdl
    from line_of_sight import find_end_point_alt, get_entities_in_line_of_fire_hash
    from coords import Coords
    from terrain import ALL_TILE_DICT

    length_compatison = []
    increase_amount = []

    gc.set_debug(gc.DEBUG_UNCOLLECTABLE | gc.DEBUG_STATS)

    pr = cProfile.Profile()

    from level import Level, prep_level_for_unit_testing

    gameLevel = Level(0)

    start_point = Coords(4, 4)

    targets = [
        Coords(4, 12),
        Coords(12, 12),
        Coords(12, 4),
        Coords(2, 2),
        Coords(2, 4),
        Coords(1, 7),
        Coords(5, 7),
        Coords(6, 6)
    ]

    set_up_level(gameLevel, start_point, targets)


    console = tdl.init(gameLevel.widthHeight.x, gameLevel.widthHeight.y, title="Test", fullscreen=False)

    for y in range(gameLevel.widthHeight.y):

        console.draw_str(0, y, ''.join([s.symbol for s in gameLevel.grid[y]]))

    console.draw_char(start_point.x, start_point.y, '@')

    tdl.flush()

    quit = False

    test_crood_list = [
        Coords(13, 20),
        Coords(16, 20),
        Coords(25, 20),
        Coords(30, 20),
        Coords(13, 22),
        Coords(16, 22),
        Coords(25, 22),
        Coords(30, 22),
    ]

    test_crood_list_y = [20, 22, 25, 28, 31, 35, 39, 42]

    test_crood_list_x = [13, 16, 20, 23, 25, 27, 30, 33]

    for y in test_crood_list_y:
        for x in test_crood_list_x:

            pr.enable()

            for y2 in range(gameLevel.widthHeight.y):
                console.draw_str(0, y2, ''.join([s.symbol for s in gameLevel.grid[y]]))

            console.draw_char(start_point.x, start_point.y, '@')

            for e in gameLevel.allEntities:
                console.draw_char(e.co.x, e.co.y, 'M')

            # tdl.flush()

            _x = x
            _y = y

            end_point = find_end_point_alt(gameLevel, start_point, Coords(_x, _y), BLOCKS_MOVEMENT, 20)

            distance_to_cursor = start_point.distance(_x, _y)

            distance_to_endpoint = start_point.distance(end_point)

            console.draw_char(end_point.x, end_point.y, '%')

            diff_x = end_point.x - start_point.x
            diff_y = end_point.y - start_point.y

            console.draw_char(_x, _y, '!')

            # tdl.flush()

            normed_co = Coords(diff_x, diff_y).normalize()

            hit_target = False

            new_x = start_point.x

            new_y = start_point.y

            while not hit_target:
                new_x += normed_co[0]
                new_y += normed_co[1]

                check_x = round(new_x)
                check_y = round(new_y)

                console.draw_char(check_x, check_y, '*')
                tdl.flush()

                hit_target = end_point.x == check_x and end_point.y == check_y

            ents = get_entities_in_line_of_fire_hash(gameLevel, gameLevel.player, end_point)

            for e in ents:
                console.draw_char(e.co.x, e.co.y, 'E')

            tdl.flush()

            pr.print_stats()
            print(gc.get_threshold())
            length_compatison.append(len(gc.garbage))
            if len(increase_amount) == 0:
                increase_amount.append(0)
            else:
                increase_amount.append(length_compatison[-1] - length_compatison[-2])
            print('{} {}'.format(x, y))
            print(length_compatison)
            print(increase_amount)

            # print(gc.garbage)
            pass
def unit_test3():
    import tdl
    from line_of_sight import find_end_point_alt, get_entities_in_line_of_fire_hash
    from coords import Coords
    from terrain import ALL_TILE_DICT

    length_compatison = []
    increase_amount = []

    gc.set_debug(gc.DEBUG_LEAK | gc.DEBUG_STATS)

    pr = cProfile.Profile()

    from level import Level, prep_level_for_unit_testing

    gameLevel = Level(0)

    start_point = Coords(4, 4)

    targets = [
        Coords(4, 12),
        Coords(12, 12),
        Coords(12, 4),
        Coords(2, 2),
        Coords(2, 4),
        Coords(1, 7),
        Coords(5, 7),
        Coords(6, 6)
    ]

    set_up_level(gameLevel, start_point, targets)

    console = tdl.init(gameLevel.widthHeight.x, gameLevel.widthHeight.y, title="Test", fullscreen=False)

    for y in range(gameLevel.widthHeight.y):

        console.draw_str(0, y, ''.join([s.symbol for s in gameLevel.grid[y]]))

    console.draw_char(start_point.x, start_point.y, '@')

    tdl.flush()

    quit = False

    while not quit:
        pr.enable()

        for y in range(gameLevel.widthHeight.y):
            console.draw_str(0, y, ''.join([s.symbol for s in gameLevel.grid[y]]))

        console.draw_char(start_point.x, start_point.y, '@')

        for e in gameLevel.allEntities:
            console.draw_char(e.co.x, e.co.y, 'M')

        tdl.flush()

        events = tdl.event.get()

        mouse_events = [e for e in events if e.type == "MOUSEUP"]

        key_events = [e for e in events if e.type == 'KEYDOWN']

        for e in key_events:
            if e.key == 'ESCAPE':
                quit = True
                break

        if len(mouse_events) > 0:
            _x = mouse_events[0].cell[0]
            _y = mouse_events[0].cell[1]

            # console.draw_char(x, y, '^')

            end_point = find_end_point_alt(gameLevel, start_point, Coords(_x, _y), BLOCKS_MOVEMENT, 20)

            distance_to_cursor = start_point.distance(_x, _y)

            distance_to_endpoint = start_point.distance(end_point)

            console.draw_char(end_point.x, end_point.y, '%')

            diff_x = end_point.x - start_point.x
            diff_y = end_point.y - start_point.y

            console.draw_char(_x, _y, '!')

            tdl.flush()

            normed_co = Coords(diff_x, diff_y).normalize()

            hit_target = False

            new_x = start_point.x

            new_y = start_point.y

            while not hit_target:
                new_x += normed_co[0]
                new_y += normed_co[1]

                check_x = round(new_x)
                check_y = round(new_y)

                console.draw_char(check_x, check_y, '*')
                tdl.flush()

                hit_target = end_point.x == check_x and end_point.y == check_y

            ents = get_entities_in_line_of_fire_hash(gameLevel, gameLevel.player, end_point)

            for e in ents:
                console.draw_char(e.co.x, e.co.y, 'E')

            tdl.flush()

            pr.print_stats()
            print(gc.get_threshold())
            length_compatison.append(len(gc.garbage))
            if len(increase_amount) == 0:
                increase_amount.append(0)
            else:
                increase_amount.append(length_compatison[-1] - length_compatison[-2])
            print(length_compatison)
            print(increase_amount)

            # print(gc.garbage)
            pass
Beispiel #5
0
    def getEndPoint(self, caster, targetCo, maxRange=100000):

        return find_end_point_alt(self, caster.co, targetCo, BLOCKS_MOVEMENT,
                                  maxRange)