def show(self): # Start by creating a map on which to work # We shall import a dummy map to use # Import the map import tmap self.map, self.origos = tmap.MAP p0, p1, p2, p3, p4, p5, p6, p7, p8, p9 = self.origos # Create the RLFL internal map width = len(self.map) height = len(self.map[0]) self.map_number = rlfl.create_map(width, height) # We now have a map number representing the # internal map in rlfl # initialize the map for row in range(len(self.map)): for col in range(len(self.map[row])): if self.map[row][col] != '#': p = (row, col) # Set non-wall grids as open and seen rlfl.set_flag(self.map_number, p, rlfl.CELL_SEEN) rlfl.set_flag(self.map_number, p, rlfl.CELL_OPEN) # we now have a map to work on # LOS between 1 and 4 on the map above have_los = rlfl.los(self.map_number, p1, p2) assert (have_los == False) # LOS between 2 and 3 have_los = rlfl.los(self.map_number, p2, p3) assert (have_los == True) # Measure distance dist = rlfl.distance(p1, p4) # Plot simple paths flags = 0 # range (-1 for max range) r = -1 path = rlfl.path(self.map_number, p1, p2, rlfl.PATH_BASIC, r, flags, 0.0) # Or real path A* path = rlfl.path(self.map_number, p1, p2, rlfl.PATH_ASTAR, r, flags, 7.0) # Lets calculate FOV from 3 using recursive shadowcasting # with a light source radius of 6 rlfl.fov(self.map_number, p3, rlfl.FOV_SHADOW, 6) self.print_map(p3) # Use the scatter function to find a random spot (summon, teleport) # Here we want an open cell within range 16 from p require_los = False ps = rlfl.scatter(self.map_number, p0, 16, rlfl.CELL_OPEN, require_los) super(Full_example, self).print_map([], p0, ps)
def show(self): # Start by creating a map on which to work # We shall import a dummy map to use # Import the map import tmap self.map, self.origos = tmap.MAP p0, p1, p2, p3, p4, p5, p6, p7, p8, p9 = self.origos # Create the RLFL internal map width = len(self.map) height = len(self.map[0]) self.map_number = rlfl.create_map(width, height) # We now have a map number representing the # internal map in rlfl # initialize the map for row in range(len(self.map)): for col in range(len(self.map[row])): if self.map[row][col] != '#': p = (row, col) # Set non-wall grids as open and seen rlfl.set_flag(self.map_number, p, rlfl.CELL_SEEN) rlfl.set_flag(self.map_number, p, rlfl.CELL_OPEN) # we now have a map to work on # LOS between 1 and 4 on the map above have_los = rlfl.los(self.map_number, p1, p2) assert(have_los == False) # LOS between 2 and 3 have_los = rlfl.los(self.map_number, p2, p3) assert(have_los == True) # Measure distance dist = rlfl.distance(p1, p4) # Plot simple paths flags = 0 # range (-1 for max range) r = -1 path = rlfl.path(self.map_number, p1, p2, rlfl.PATH_BASIC, r, flags, 0.0) # Or real path A* path = rlfl.path(self.map_number, p1, p2, rlfl.PATH_ASTAR, r, flags, 7.0) # Lets calculate FOV from 3 using recursive shadowcasting # with a light source radius of 6 rlfl.fov(self.map_number, p3, rlfl.FOV_SHADOW, 6) self.print_map(p3) # Use the scatter function to find a random spot (summon, teleport) # Here we want an open cell within range 16 from p require_los = False ps = rlfl.scatter(self.map_number, p0, 16, rlfl.CELL_OPEN, require_los) super(Full_example, self).print_map([], p0, ps)
def test_scatter(self): p = ORIGOS[1] x, y = p for i in range(10): px, py = rlfl.scatter(self.map, p, 10, rlfl.CELL_OPEN) self.assertTrue(px < (x + 10)) self.assertTrue(px >= (x - 10)) self.assertTrue(py < (y + 10)) self.assertTrue(py >= (y - 10)) self.assertTrue(rlfl.has_flag(self.map, (px, py), rlfl.CELL_OPEN))