Difference between revisions of "Python shadowcasting implementation"
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Revision as of 07:52, 5 January 2009
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."