Example #1
0
    def create_dijkstra_map(self,
                            x1,
                            y1,
                            default_weight=1,
                            avoid=[],
                            weights=[],
                            avoid_rooms=False):
        walkable = np.zeros(self.grid.shape, dtype=np.int8)
        walkable[np.where(self.grid != Tiles.EMPTY)] = default_weight

        avoid.append(Tiles.IMPENETRABLE)
        mask = np.isin(self.grid, avoid)

        walkable[mask] = 0

        for tile, weight in weights:
            walkable[np.where(self.grid == tile)] = weight

        if avoid_rooms:
            for room in self.rooms:
                if isinstance(room, prefabRoom):
                    room_slice = walkable[room.x:room.x + room.width,
                                          room.y:room.y + room.height]
                    room_slice[np.where(room.mask == 1)] = 0

        dijk = tcod.dijkstra_new(walkable, 0)
        tcod.dijkstra_compute(dijk, x1, y1)

        dijk_dist = np.zeros(walkable.shape, dtype=np.int8)
        for (x, y), value in np.ndenumerate(dijk_dist):
            dijk_dist[x, y] = tcod.dijkstra_get_distance(dijk, x, y)

        #dijk_dist[np.where(dijk_dist == -1)] = 0

        return dijk, dijk_dist
Example #2
0
def generate_dijkstra_player_map(game_map, player):
    walkable = game_map.current_level.make_walkable_array()

    dijk = tcod.dijkstra_new(walkable)
    tcod.dijkstra_compute(dijk, player.x, player.y)

    dijk_dist = np.zeros(game_map.current_level.walkable.shape, dtype=np.int8)
    for y in range(game_map.current_level.height):
        for x in range(game_map.current_level.width):
            dijk_dist[x, y] = tcod.dijkstra_get_distance(dijk, x, y)

    dijk_dist[np.where(dijk_dist == -1)] = 0

    game_map.current_level.dijkstra_player = dijk_dist
def test_dijkstra(map_):
    path = libtcodpy.dijkstra_new(map_)

    libtcodpy.dijkstra_compute(path, *POINT_A)

    assert not libtcodpy.dijkstra_path_set(path, *POINT_C)
    assert libtcodpy.dijkstra_get_distance(path, *POINT_C) == -1

    assert libtcodpy.dijkstra_path_set(path, *POINT_B)
    assert libtcodpy.dijkstra_size(path)
    assert not libtcodpy.dijkstra_is_empty(path)

    libtcodpy.dijkstra_reverse(path)

    for i in range(libtcodpy.dijkstra_size(path)):
        x, y = libtcodpy.dijkstra_get(path, i)

    while (x, y) != (None, None):
        x, y = libtcodpy.dijkstra_path_walk(path)

    libtcodpy.dijkstra_delete(path)
Example #4
0
def test_dijkstra(map_):
    path = libtcodpy.dijkstra_new(map_)

    libtcodpy.dijkstra_compute(path, *POINT_A)

    assert not libtcodpy.dijkstra_path_set(path, *POINT_C)
    assert libtcodpy.dijkstra_get_distance(path, *POINT_C) == -1

    assert libtcodpy.dijkstra_path_set(path, *POINT_B)
    assert libtcodpy.dijkstra_size(path)
    assert not libtcodpy.dijkstra_is_empty(path)

    libtcodpy.dijkstra_reverse(path)

    for i in range(libtcodpy.dijkstra_size(path)):
        x, y = libtcodpy.dijkstra_get(path, i)

    while (x, y) != (None, None):
        x, y = libtcodpy.dijkstra_path_walk(path)

    libtcodpy.dijkstra_delete(path)
Example #5
0
def generate_dijkstra_flee_map(game_map, player):
    #if not game_map.current_level.dijkstra_player:
    generate_dijkstra_player_map(game_map, player)

    dijk_dist = np.copy(game_map.current_level.dijkstra_player)
    #print(np.amax(dijk_dist))
    max_distance = np.where(dijk_dist == np.amax(dijk_dist))
    #print(max_distance)
    dijk_dist[np.where(dijk_dist != 0)] *= -1.2

    updated_dijk = tcod.dijkstra_new(dijk_dist)
    tcod.dijkstra_compute(updated_dijk, max_distance[0][0], max_distance[1][0])

    flee_dist = np.zeros(
        (game_map.current_level.width, game_map.current_level.height),
        dtype=np.float32)
    for y in range(game_map.current_level.height):
        for x in range(game_map.current_level.width):
            flee_dist[x, y] = tcod.dijkstra_get_distance(updated_dijk, x, y)

    flee_dist[np.where(flee_dist == -1)] = 0

    game_map.current_level.dijkstra_flee = flee_dist