Shadow casting
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85
environments/factory/base/shadow_casting.py
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85
environments/factory/base/shadow_casting.py
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import numpy as np
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from environments.helpers import Constants as c
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FOV_RADIUS = 10
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mult_array = np.asarray([
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[1, 0, 0, -1, -1, 0, 0, 1],
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[0, 1, -1, 0, 0, -1, 1, 0],
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[0, 1, 1, 0, 0, -1, -1, 0],
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[1, 0, 0, 1, -1, 0, 0, -1]
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])
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class Map(object):
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# Multipliers for transforming coordinates to other octants:
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def __init__(self, map_array: np.ndarray):
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self.data = map_array
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self.width, self.height = map_array.shape
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self.light = np.zeros_like(self.data)
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self.flag = 0
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def blocked(self, x, y):
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return (x < 0 or y < 0
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or x >= self.width or y >= self.height
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or self.data[x, y] == c.OCCUPIED_CELL)
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def lit(self, x, y):
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return self.light[x, y] == self.flag
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def set_lit(self, x, y):
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if 0 <= x < self.width and 0 <= y < self.height:
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self.light[x, y] = self.flag
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def _cast_light(self, cx, cy, row, start, end, radius, xx, xy, yx, yy, id):
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"Recursive lightcasting function"
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if start < end:
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return
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radius_squared = radius*radius
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new_start = None
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for j in range(row, radius+1):
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dx, dy = -j-1, -j
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blocked = False
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while dx <= 0:
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dx += 1
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# Translate the dx, dy coordinates into map coordinates:
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X, Y = cx + dx * xx + dy * xy, cy + dx * yx + dy * yy
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# l_slope and r_slope store the slopes of the left and right
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# extremities of the square we're considering:
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l_slope, r_slope = (dx-0.5)/(dy+0.5), (dx+0.5)/(dy-0.5)
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if start < r_slope:
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continue
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elif end > l_slope:
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break
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else:
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# Our light beam is touching this square; light it:
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if dx*dx + dy*dy < radius_squared:
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self.set_lit(X, Y)
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if blocked:
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# we're scanning a row of blocked squares:
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if self.blocked(X, Y):
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new_start = r_slope
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continue
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else:
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blocked = False
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start = new_start
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else:
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if self.blocked(X, Y) and j < radius:
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# This is a blocking square, start a child scan:
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blocked = True
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self._cast_light(cx, cy, j+1, start, l_slope,
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radius, xx, xy, yx, yy, id+1)
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new_start = r_slope
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# Row is scanned; do next row unless last square was blocked:
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if blocked:
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break
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def do_fov(self, x, y, radius):
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"Calculate lit squares from the given location and radius"
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self.flag += 1
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for oct in range(8):
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self._cast_light(x, y, 1, 1.0, 0.0, radius,
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mult_array[0, oct], mult_array[1, oct],
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mult_array[2, oct], mult_array[3, oct], 0)
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return self.light
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