Difference between revisions of "Python shadowcasting implementation"
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Here's a Python implementation of Bjorn Bergstrom's excellent [[FOV_using_recursive_shadowcasting|recursive shadowcasting FOV algorithm]]. I'm sure there's some optimization that could be done to it, but it might save you some time if you want to do a RL in Python. | Here's a Python implementation of Bjorn Bergstrom's excellent [[FOV_using_recursive_shadowcasting|recursive shadowcasting FOV algorithm]]. I'm sure there's some optimization that could be done to it, but it might save you some time if you want to do a RL in Python. | ||
This code runs in Windows using | This code runs in Windows using [http://adamv.com/dev/python/curses/ WCurses], and it should work on *nix with the standard curses module. It runs fine on my web hosting shell account via SSH. | ||
< | <syntaxhighlight lang="Python" line>"FOV calculation for roguelike" | ||
import curses | import curses | ||
Line 161: | Line 161: | ||
curses.endwin() | curses.endwin() | ||
print "Normal termination." | print "Normal termination." | ||
</ | </syntaxhighlight> | ||
[[Category:LOS]] | |||
[[Category:FOV]] |
Latest revision as of 03:06, 22 June 2021
Here's a Python implementation of Bjorn Bergstrom's excellent recursive shadowcasting FOV algorithm. I'm sure there's some optimization that could be done to it, but it might save you some time if you want to do a RL in Python.
This code runs in Windows using WCurses, and it should work on *nix with the standard curses module. It runs fine on my web hosting shell account via SSH.
"FOV calculation for roguelike"
import curses
FOV_RADIUS = 10
dungeon = ["###########################################################",
"#...........#.............................................#",
"#...........#........#....................................#",
"#.....................#...................................#",
"#....####..............#..................................#",
"#.......#.......................#####################.....#",
"#.......#...........................................#.....#",
"#.......#...........##..............................#.....#",
"#####........#......##..........##################..#.....#",
"#...#...........................#................#..#.....#",
"#...#............#..............#................#..#.....#",
"#...............................#..###############..#.....#",
"#...............................#...................#.....#",
"#...............................#...................#.....#",
"#...............................#####################.....#",
"#.........................................................#",
"#.........................................................#",
"###########################################################"]
class Map(object):
# Multipliers for transforming coordinates to other octants:
mult = [
[1, 0, 0, -1, -1, 0, 0, 1],
[0, 1, -1, 0, 0, -1, 1, 0],
[0, 1, 1, 0, 0, -1, -1, 0],
[1, 0, 0, 1, -1, 0, 0, -1]
]
def __init__(self, map):
self.data = map
self.width, self.height = len(map[0]), len(map)
self.light = []
for i in range(self.height):
self.light.append([0] * self.width)
self.flag = 0
def square(self, x, y):
return self.data[y][x]
def blocked(self, x, y):
return (x < 0 or y < 0
or x >= self.width or y >= self.height
or self.data[y][x] == "#")
def lit(self, x, y):
return self.light[y][x] == self.flag
def set_lit(self, x, y):
if 0 <= x < self.width and 0 <= y < self.height:
self.light[y][x] = self.flag
def _cast_light(self, cx, cy, row, start, end, radius, xx, xy, yx, yy, id):
"Recursive lightcasting function"
if start < end:
return
radius_squared = radius*radius
for j in range(row, radius+1):
dx, dy = -j-1, -j
blocked = False
while dx <= 0:
dx += 1
# Translate the dx, dy coordinates into map coordinates:
X, Y = cx + dx * xx + dy * xy, cy + dx * yx + dy * yy
# l_slope and r_slope store the slopes of the left and right
# extremities of the square we're considering:
l_slope, r_slope = (dx-0.5)/(dy+0.5), (dx+0.5)/(dy-0.5)
if start < r_slope:
continue
elif end > l_slope:
break
else:
# Our light beam is touching this square; light it:
if dx*dx + dy*dy < radius_squared:
self.set_lit(X, Y)
if blocked:
# we're scanning a row of blocked squares:
if self.blocked(X, Y):
new_start = r_slope
continue
else:
blocked = False
start = new_start
else:
if self.blocked(X, Y) and j < radius:
# This is a blocking square, start a child scan:
blocked = True
self._cast_light(cx, cy, j+1, start, l_slope,
radius, xx, xy, yx, yy, id+1)
new_start = r_slope
# Row is scanned; do next row unless last square was blocked:
if blocked:
break
def do_fov(self, x, y, radius):
"Calculate lit squares from the given location and radius"
self.flag += 1
for oct in range(8):
self._cast_light(x, y, 1, 1.0, 0.0, radius,
self.mult[0][oct], self.mult[1][oct],
self.mult[2][oct], self.mult[3][oct], 0)
def display(self, s, X, Y):
"Display the map on the given curses screen (utterly unoptimized)"
dark, lit = curses.color_pair(8), curses.color_pair(7) | curses.A_BOLD
for x in range(self.width):
for y in range(self.height):
if self.lit(x, y):
attr = lit
else:
attr = dark
if x == X and y == Y:
ch = '@'
attr = lit
else:
ch = self.square(x, y)
s.addstr(y, x, ch, attr)
s.refresh()
def color_pairs():
c = []
for i in range(1, 16):
curses.init_pair(i, i % 8, 0)
if i < 8:
c.append(curses.color_pair(i))
else:
c.append(curses.color_pair(i) | curses.A_BOLD)
return c
if __name__ == '__main__':
try:
s = curses.initscr()
curses.start_color()
curses.noecho()
curses.cbreak()
color_pairs()
s.keypad(1)
x, y = 36, 13
map = Map(dungeon)
while True:
map.do_fov(x, y, FOV_RADIUS)
map.display(s, x, y)
k = s.getch()
if k == 27:
break
elif k == 259:
y -= 1
elif k == 258:
y += 1
elif k == 260:
x -= 1
elif k == 261:
x += 1
finally:
s.keypad(0)
curses.echo()
curses.nocbreak()
curses.endwin()
print "Normal termination."