"""
# Map legend components
Each map-legend component is either a 'mapnode' - something that represents and actual in-game
location (usually a room) or a 'maplink' - something connecting nodes together. The start of a link
usually shows as an Exit, but the length of the link has no in-game equivalent.
----
"""
try:
from scipy import zeros
except ImportError as err:
raise ImportError(
f"{err}\nThe XYZgrid contrib requires "
"the SciPy package. Install with `pip install scipy'."
)
import uuid
from collections import defaultdict
from django.core import exceptions as django_exceptions
from evennia.prototypes import spawner
from evennia.utils.utils import class_from_module
from .utils import BIGVAL, MAPSCAN, REVERSE_DIRECTIONS, MapError, MapParserError
NodeTypeclass = None
ExitTypeclass = None
UUID_XYZ_NAMESPACE = uuid.uuid5(uuid.UUID(int=0), "xyzgrid")
# Nodes/Links
[docs]class MapNode:
"""
This represents a 'room' node on the map. Note that the map system deals with two grids, the
finer `xygrid`, which is the per-character grid on the map, and the `XYgrid` which contains only
the even-integer coordinates and also represents in-game coordinates/rooms. MapNodes are always
located on even X,Y coordinates on the map grid and in-game.
MapNodes will also handle the syncing of themselves and all outgoing links to the grid.
Attributes on the node class:
- `symbol` (str) - The character to parse from the map into this node. By default this
is '#' and must be a single character, with the exception of `\\
- `display_symbol` (str or `None`) - This is what is used to visualize this node later. This
symbol must still only have a visual size of 1, but you could e.g. use some fancy unicode
character (be aware of encodings to different clients though) or, commonly, add color
tags around it. For further customization, the `.get_display_symbol` method
can return a dynamically determined display symbol. If set to `None`, the `symbol` is used.
- `interrupt_path` (bool): If this is set, the shortest-path algorithm will include this
node as normally, but the auto-stepper will stop when reaching it, even if not having reached
its target yet. This is useful for marking 'points of interest' along a route, or places where
you are not expected to be able to continue without some further in-game action not covered by
the map (such as a guard or locked gate etc).
- `prototype` (dict) - The default `prototype` dict to use for reproducing this map component
on the game grid. This is used if not overridden specifically for this coordinate. If this
is not given, nothing will be spawned for this coordinate (a 'virtual' node can be useful
for various reasons, mostly map-transitions).
"""
# symbol used to identify this link on the map
symbol = "#"
# if printing this node should show another symbol. If set
# to the empty string, use `symbol`.
display_symbol = None
# this will interrupt a shortest-path step (useful for 'points' of interest, stop before
# a door etc).
interrupt_path = False
# the prototype to use for mapping this to the grid.
prototype = None
# internal use. Set during generation, but is also used for identification of the node
node_index = None
# this should always be left True for Nodes and avoids inifinite loops during querying.
multilink = True
# default values to use if the exit doesn't have a 'spawn_aliases' iterable
direction_spawn_defaults = {
"n": ("north", "n"),
"ne": ("northeast", "ne", "north-east"),
"e": ("east", "e"),
"se": ("southeast", "se", "south-east"),
"s": ("south", "s"),
"sw": ("southwest", "sw", "south-west"),
"w": ("west", "w"),
"nw": ("northwest", "nw", "north-west"),
"d": ("down", "d", "do"),
"u": ("up", "u"),
}
[docs] def __init__(self, x, y, Z, node_index=0, symbol=None, xymap=None):
"""
Initialize the mapnode.
Args:
x (int): Coordinate on xygrid.
y (int): Coordinate on xygrid.
Z (int or str): Name/Z-pos of this map.
node_index (int): This identifies this node with a running
index number required for pathfinding. This is used
internally and should not be set manually.
symbol (str, optional): Set during parsing - allows to override
the symbol based on what's set in the legend.
xymap (XYMap, optional): The map object this sits on.
"""
self.x = x
self.y = y
# map name, usually
self.xymap = xymap
# XYgrid coordinate
self.X = x // 2
self.Y = y // 2
self.Z = Z
self.node_index = node_index
if symbol is not None:
self.symbol = symbol
# this indicates linkage in 8 cardinal directions on the string-map,
# n,ne,e,se,s,sw,w,nw and link that to a node (always)
self.links = {}
# first MapLink in each direction - used by grid syncing
self.first_links = {}
# this maps
self.weights = {}
# lowest direction to a given neighbor
self.shortest_route_to_node = {}
# maps the directions (on the xygrid NOT on XYgrid!) taken if stepping
# out from this node in a given direction until you get to the end node.
# This catches eventual longer link chains that would otherwise be lost
# {startdirection: [direction, ...], ...}
# where the directional path-lists also include the start-direction
self.xy_steps_to_node = {}
# direction-names of the closest neighbors to the node
self.closest_neighbor_names = {}
def __str__(self):
return f"<MapNode '{self.symbol}' {self.node_index} XY=({self.X},{self.Y})"
def __repr__(self):
return str(self)
[docs] def log(self, msg):
"""log messages using the xygrid parent"""
self.xymap.log(msg)
[docs] def generate_prototype_key(self):
"""
Generate a deterministic prototype key to allow for users to apply prototypes without
needing a separate new name for every one.
"""
return str(uuid.uuid5(UUID_XYZ_NAMESPACE, str((self.X, self.Y, self.Z))))
[docs] def build_links(self):
"""
This is called by the map parser when this node is encountered. It tells the node
to scan in all directions and follow any found links to other nodes. Since there
could be multiple steps to reach another node, the system will iterate down each
path and store it once and for all.
Notes:
This sets up all data needed for later use of this node in pathfinding and
other operations. The method can't run immediately when the node is created
since a complete parsed xygrid is required.
"""
xygrid = self.xymap.xygrid
# we must use the xygrid coordinates
x, y = self.x, self.y
# scan in all directions for links
for direction, (dx, dy) in MAPSCAN.items():
lx, ly = x + dx, y + dy
if lx in xygrid and ly in xygrid[lx]:
link = xygrid[lx][ly]
# just because there is a link here, doesn't mean it has a
# connection in this direction. If so, the `end_node` will be None.
end_node, weight, steps = link.traverse(REVERSE_DIRECTIONS[direction])
if end_node:
# the link could be followed to an end node!
self.first_links[direction] = link
# check the actual direction-alias to use, since this may be
# different than the xygrid cardinal directions. There must be
# no duplicates out of this node or there will be a
# multi-match error later!
first_step_name = steps[0].direction_aliases.get(direction, direction)
if first_step_name in self.closest_neighbor_names:
raise MapParserError(
f"has more than one outgoing direction '{first_step_name}'. "
"All directions out of a node must be unique.",
self,
)
self.closest_neighbor_names[first_step_name] = direction
node_index = end_node.node_index
self.weights[node_index] = weight
self.links[direction] = end_node
# this is useful for map building later - there could be multiple
# links tied together until getting to the node
self.xy_steps_to_node[direction] = steps
# used for building the shortest path. Note that we store the
# aliased link directions here, for quick display by the
# shortest-route solver
shortest_route = self.shortest_route_to_node.get(node_index, ("", [], BIGVAL))[
2
]
if weight < shortest_route:
self.shortest_route_to_node[node_index] = (first_step_name, steps, weight)
[docs] def linkweights(self, nnodes):
"""
Retrieve all the weights for the direct links to all other nodes. This is
used for the efficient generation of shortest-paths.
Args:
nnodes (int): The total number of nodes
Returns:
scipy.array: Array of weights of the direct links to other nodes.
The weight will be 0 for nodes not directly connected to one another.
Notes:
A node can at most have 8 connections (the cardinal directions).
"""
link_graph = zeros(nnodes)
for node_index, weight in self.weights.items():
link_graph[node_index] = weight
return link_graph
[docs] def get_display_symbol(self):
"""
Hook to override for customizing how the display_symbol is determined.
Returns:
str: The display-symbol to use. This must visually be a single character
but could have color markers, use a unicode font etc.
Notes:
By default, just setting .display_symbol is enough.
"""
return self.symbol if self.display_symbol is None else self.display_symbol
[docs] def get_spawn_xyz(self):
"""
This should return the XYZ-coordinates for spawning this node. This normally
the XYZ of the current map, but for traversal-nodes, it can also be the location
on another map.
Returns:
tuple: The (X, Y, Z) coords to spawn this node at.
"""
return self.X, self.Y, self.Z
[docs] def get_exit_spawn_name(self, direction, return_aliases=True):
"""
Retrieve the spawn name for the exit being created by this link.
Args:
direction (str): The cardinal direction (n,ne etc) the want the
exit name/aliases for.
return_aliases (bool, optional): Also return all aliases.
Returns:
str or tuple: The key of the spawned exit, or a tuple (key, alias, alias, ...)
"""
key, *aliases = self.first_links[direction].spawn_aliases.get(
direction, self.direction_spawn_defaults.get(direction, ("unknown",))
)
if return_aliases:
return (key, *aliases)
return key
[docs] def spawn(self):
"""
Build an actual in-game room from this node.
This should be called as part of the node-sync step of the map sync. The reason is
that the exits (next step) requires all nodes to exist before they can link up
to their destinations.
"""
global NodeTypeclass
if not NodeTypeclass:
from .xyzroom import XYZRoom as NodeTypeclass
if not self.prototype:
# no prototype means we can't spawn anything -
# a 'virtual' node.
return
xyz = self.get_spawn_xyz()
try:
nodeobj = NodeTypeclass.objects.get_xyz(xyz=xyz)
except django_exceptions.ObjectDoesNotExist:
# create a new entity, using the specified typeclass (if there's one) and
# with proper coordinates etc
typeclass = self.prototype.get("typeclass")
if typeclass is None:
raise MapError(
f"The prototype {self.prototype} for this node has no 'typeclass' key.", self
)
self.log(f" spawning room at xyz={xyz} ({typeclass})")
Typeclass = class_from_module(typeclass)
nodeobj, err = Typeclass.create(self.prototype.get("key", "An empty room"), xyz=xyz)
if err:
raise RuntimeError(err)
else:
self.log(f" updating existing room (if changed) at xyz={xyz}")
if not self.prototype.get("prototype_key"):
# make sure there is a prototype_key in prototype
self.prototype["prototype_key"] = self.generate_prototype_key()
# apply prototype to node. This will not override the XYZ tags since
# these are not in the prototype and exact=False
spawner.batch_update_objects_with_prototype(self.prototype, objects=[nodeobj], exact=False)
[docs] def spawn_links(self, directions=None):
"""
Build actual in-game exits based on the links out of this room.
Args:
directions (list, optional): If given, this should be a list of supported
directions (n, ne, etc). Only links in these directions will be spawned
for this node.
This should be called after all `sync_node_to_grid` operations have finished across
the entire XYZgrid. This creates/syncs all exits to their locations and destinations.
"""
if not self.prototype:
# no exits to spawn out of a 'virtual' node.
return
xyz = (self.X, self.Y, self.Z)
direction_limits = directions
global ExitTypeclass
if not ExitTypeclass:
from .xyzroom import XYZExit as ExitTypeclass
maplinks = {}
for direction, link in self.first_links.items():
key, *aliases = self.get_exit_spawn_name(direction)
if not link.prototype.get("prototype_key"):
# generate a deterministic prototype_key if it doesn't exist
link.prototype["prototype_key"] = self.generate_prototype_key()
maplinks[key.lower()] = (key, aliases, direction, link)
# remove duplicates
linkobjs = defaultdict(list)
for exitobj in ExitTypeclass.objects.filter_xyz(xyz=xyz):
linkobjs[exitobj.key].append(exitobj)
for exitkey, exitobjs in linkobjs.items():
for exitobj in exitobjs[1:]:
self.log(f" deleting duplicate {exitkey}")
exitobj.delete()
# we need to search for exits in all directions since some
# may have been removed since last sync
linkobjs = {exi.db_key.lower(): exi for exi in ExitTypeclass.objects.filter_xyz(xyz=xyz)}
# figure out if the topology changed between grid and map (will always
# build all exits first run)
differing_keys = set(maplinks.keys()).symmetric_difference(set(linkobjs.keys()))
for differing_key in differing_keys:
if differing_key not in maplinks:
# an exit without a maplink - delete the exit-object
self.log(f" deleting exit at xyz={xyz}, direction={differing_key}")
linkobjs.pop(differing_key).delete()
else:
# missing in linkobjs - create a new exit
key, aliases, direction, link = maplinks[differing_key]
if direction_limits and direction not in direction_limits:
continue
exitnode = self.links[direction]
prot = maplinks[key.lower()][3].prototype
typeclass = prot.get("typeclass")
if typeclass is None:
raise MapError(
f"The prototype {self.prototype} for this node has no 'typeclass' key.",
self,
)
self.log(f" spawning/updating exit xyz={xyz}, direction={key} ({typeclass})")
Typeclass = class_from_module(typeclass)
exi, err = Typeclass.create(
key,
xyz=xyz,
xyz_destination=exitnode.get_spawn_xyz(),
aliases=aliases,
)
if err:
raise RuntimeError(err)
linkobjs[key.lower()] = exi
# apply prototypes to catch any changes
for key, linkobj in linkobjs.items():
spawner.batch_update_objects_with_prototype(
maplinks[key.lower()][3].prototype, objects=[linkobj], exact=False
)
[docs] def unspawn(self):
"""
Remove all spawned objects related to this node and all links.
"""
global NodeTypeclass
if not NodeTypeclass:
from .room import XYZRoom as NodeTypeclass
xyz = (self.X, self.Y, self.Z)
try:
nodeobj = NodeTypeclass.objects.get_xyz(xyz=xyz)
except django_exceptions.ObjectDoesNotExist:
# no object exists
pass
else:
nodeobj.delete()
[docs]class TransitionMapNode(MapNode):
"""
This node acts as an end-node for a link that actually leads to a specific node on another
map. It is not actually represented by a separate room in-game.
This teleportation is not understood by the pathfinder, so why it will be possible to pathfind
to this node, it really represents a map transition. Only a single link must ever be connected
to this node.
Properties:
- `target_map_xyz` (tuple) - the (X, Y, Z) coordinate of a node on the other map to teleport
to when moving to this node. This should not be another TransitionMapNode (see below for
how to make a two-way link).
Examples:
::
map1 map2
#-T #- - one-way transition from map1 -> map2.
#-T T-# - two-way. Both TransitionMapNodes links to the coords of the
actual rooms (`#`) on the other map (NOT to the `T`s)!
"""
symbol = "T"
display_symbol = " "
# X,Y,Z coordinates of target node
taget_map_xyz = (None, None, None)
[docs] def get_spawn_xyz(self):
"""
Make sure to return the coord of the *target* - this will be used when building
the exit to this node (since the prototype is None, this node itself will not be built).
"""
if any(True for coord in self.target_map_xyz if coord in (None, "unset")):
raise MapParserError(
f"(Z={self.xymap.Z}) has not defined its "
"`.target_map_xyz` property. It must point "
"to another valid xymap (Z coordinate).",
self,
)
return self.target_map_xyz
[docs] def build_links(self):
"""Check so we don't have too many links"""
super().build_links()
if len(self.links) > 1:
raise MapParserError("may have at most one link connecting to it.", self)
[docs]class MapLink:
"""
This represents one or more links between an 'incoming direction'
and an 'outgoing direction'. It's like a railway track between
MapNodes. A Link can be placed on any location in the grid, but even when
on an integer XY position they still don't represent an actual in-game place
but just a link between such places (the Nodes).
Each link has a 'weight' >=1, this indicates how 'slow'
it is to traverse that link. This is used by the Dijkstra algorithm
to find the 'fastest' route to a point. By default this weight is 1
for every link, but a locked door, terrain etc could increase this
and have the shortest-path algorithm prefer to use another route.
Attributes on the link class:
- `symbol` (str) - The character to parse from the map into this node. This must be a single
character, with the exception of `\\`.
- `display_symbol` (str or None) - This is what is used to visualize this node later. This
symbol must still only have a visual size of 1, but you could e.g. use some fancy unicode
character (be aware of encodings to different clients though) or, commonly, add color
tags around it. For further customization, the `.get_display_symbol` can be used.
- `default_weight` (int) - Each link direction covered by this link can have its separate
weight, this is used if none is specified in a particular direction. This value must be >= 1,
and can be higher than 1 if a link should be less favored.
- `directions` (dict) - this specifies which link edge to which other link-edge this link
is connected; A link connecting the link's sw edge to its easted edge would be written
as `{'sw': 'e'}` and read 'connects from southwest to east'. Note that if you want the
link to go both ways, also the inverse (east to southwest) must also be added.
- `weights (dict)` This maps a link's start direction to a weight. So for the
`{'sw': 'e'}` link, a weight would be given as `{'sw': 2}`. If not given, a link will
use the `default_weight`.
- `average_long_link_weights` (bool): This applies to the *first* link out of a node only.
When tracing links to another node, multiple links could be involved, each with a weight.
So for a link chain with default weights, `#---#` would give a total weight of 3. With this
setting, the weight will be 3 / 3 = 1. That is, for evenly weighted links, the length
of the link doesn't matter.
- `direction_aliases` (dict): When displaying a direction during pathfinding, one may want
to display a different 'direction' than the cardinal on-map one. For example 'up' may be
visualized on the map as a 'n' movement, but the found path over this link should show
as 'u'. In that case, the alias would be `{'n': 'u'}`.
- `multilink` (bool): If set, this link accepts links from all directions. It will usually
use a custom get_direction to determine what these are based on surrounding topology. This
setting is necessary to avoid infinite loops when such multilinks are next to each other.
- `interrupt_path` (bool): If set, a shortest-path solution will include this link as normal,
but will stop short of actually moving past this link.
- `prototype` (dict) - The default `prototype` dict to use for reproducing this map component
on the game grid. This is only relevant for the *first* link out of a Node (the continuation
of the link is only used to determine its destination). This can be overridden on a
per-direction basis.
- `spawn_aliases` (dict): A mapping {direction: (key, alias, alias, ...) to use when spawning
actual exits from this link. If not given, a sane set of defaults (n=(north, n) etc) will be
used. This is required if you use any custom directions outside of the cardinal directions +
up/down. The exit's key (useful for auto-walk) is usually retrieved by calling
`node.get_exit_spawn_name(direction)`
"""
# symbol for identifying this link on the map
symbol = ""
# if `None`, use .symbol
display_symbol = None
default_weight = 1
# This setting only applies if this is the *first* link in a chain of multiple links. Usually,
# when multiple links are used to tie together two nodes, the default is to average the weight
# across all links. With this disabled, the weights will be added and a long link will be
# considered 'longer' by the pathfinder.
average_long_link_weights = True
# this indicates linkage start:end in 8 cardinal directions on the string-map,
# n,ne,e,se,s,sw,w,nw. A link is described as {startpos:endpoit}, like connecting
# the named corners with a line. If the inverse direction is also possible, it
# must also be specified. So a south-northward, two-way link would be described
# as {"s": "n", "n": "s"}. The get_direction method can be customized to
# return something else.
directions = {}
# for displaying the directions during pathfinding, you may want to show a different
# direction than the cardinal one. For example, 'up' may be 'n' on the map, but
# the direction when moving should be 'u'. This would be a alias {'n': 'u'}.
direction_aliases = {}
# this is required for pathfinding and contains cardinal directions (n, ne etc) only.
# Each weight is defined as {startpos:weight}, where
# the startpos is the direction of the cell (n,ne etc) where the link *starts*. The
# weight is a value > 0, smaller than BIGVAL. The get_weight method can be
# customized to modify to return something else.
weights = {}
# this shortcuts neighbors trying to figure out if they can connect to this link
# - if this is set, they always can (similarly as to a node)
multilink = False
# this link does not block/reroute pathfinding, but makes the actual path always stop when
# trying to cross it.
interrupt_path = False
# prototype for the first link out of a node.
prototype = None
# used for spawning and maps {direction: (key, alias, alias, ...) for use for the exits spawned
# in this direction. Used unless the exit's prototype contain an explicit key - then that will
# take precedence. If neither that nor this is not given, sane defaults ('n'=('north','n'), etc)
# will be used.
spawn_aliases = {}
[docs] def __init__(self, x, y, Z, symbol=None, xymap=None):
"""
Initialize the link.
Args:
x (int): The xygrid x coordinate
y (int): The xygrid y coordinate.
X (int or str): The name/Z-coord of this map we are on.
symbol (str, optional): Set during parsing, allows to override
the default symbol with the one set in the legend.
xymap (XYMap, optional): The map object this sits on.
"""
self.x = x
self.y = y
self.xymap = xymap
self.X = x / 2
self.Y = y / 2
self.Z = Z
if symbol is not None:
self.symbol = symbol
def __str__(self):
return f"<LinkNode '{self.symbol}' XY=({self.X:g},{self.Y:g})>"
def __repr__(self):
return str(self)
[docs] def generate_prototype_key(self, *args):
"""
Generate a deterministic prototype key to allow for users to apply prototypes without
needing a separate new name for every one.
Args:
*args (str): These are used to further seed the key.
"""
return str(uuid.uuid5(UUID_XYZ_NAMESPACE, str((self.X, self.Y, self.Z, *args))))
[docs] def traverse(self, start_direction, _weight=0, _linklen=1, _steps=None):
"""
Recursively traverse the links out of this LinkNode.
Args:
start_direction (str): The direction (n, ne etc) from which
this traversal originates for this link.
Kwargs:
_weight (int): Internal use.
_linklen (int): Internal use.
_steps (list): Internal use.
Returns:
tuple: The (node, weight, links) result of the traversal, where links
is a list of directions (n, ne etc) that describes how to to get
to the node on the grid. This includes the first direction.
Raises:
MapParserError: If a link lead to nowhere.
"""
xygrid = self.xymap.xygrid
end_direction = self.get_direction(start_direction)
if not end_direction:
if _steps is None:
# is perfectly okay to not be linking back on the first step (to a node)
return None, 0, None
raise MapParserError(
f"was connected to from the direction {start_direction}, but "
"is not set up to link in that direction.",
self,
)
# note that if `get_direction` returns an unknown direction, this will be equivalent
# to pointing to an empty location, which makes sense
dx, dy = MAPSCAN.get(end_direction, (BIGVAL, BIGVAL))
end_x, end_y = self.x + dx, self.y + dy
try:
next_target = xygrid[end_x][end_y]
except KeyError:
# check if we have some special action up our sleeve
next_target = self.at_empty_target(start_direction, end_direction)
if not next_target:
raise MapParserError(f"points to empty space in the direction {end_direction}!", self)
_weight += self.get_weight(start_direction, _weight)
if _steps is None:
_steps = []
_steps.append(self)
if hasattr(next_target, "node_index"):
# we reached a node, this is the end of the link.
# we average the weight across all traversed link segments.
return (
next_target,
_weight / max(1, _linklen) if self.average_long_link_weights else _weight,
_steps,
)
else:
# we hit another link. Progress recursively.
return next_target.traverse(
REVERSE_DIRECTIONS.get(end_direction, end_direction),
_weight=_weight,
_linklen=_linklen + 1,
_steps=_steps,
)
[docs] def get_linked_neighbors(self, directions=None):
"""
A helper to get all directions to which there appears to be a
visual link/node. This does not trace the length of the link and check weights etc.
Args:
directions (list, optional): Only scan in these directions.
Returns:
dict: Mapping {direction: node_or_link} wherever such was found.
"""
if not directions:
directions = REVERSE_DIRECTIONS.keys()
xygrid = self.xymap.xygrid
links = {}
for direction in directions:
dx, dy = MAPSCAN[direction]
end_x, end_y = self.x + dx, self.y + dy
if end_x in xygrid and end_y in xygrid[end_x]:
# there is is something there, we need to check if it is either
# a map node or a link connecting in our direction
node_or_link = xygrid[end_x][end_y]
if node_or_link.multilink or node_or_link.get_direction(direction):
links[direction] = node_or_link
return links
[docs] def at_empty_target(self, start_direction, end_direction):
"""
This is called by `.traverse` when it finds this link pointing to nowhere.
Args:
start_direction (str): The direction (n, ne etc) from which
this traversal originates for this link.
end_direction (str): The direction found from `get_direction` earlier.
Returns:
MapNode, MapLink or None: The next target to go to from here. `None` if this
is an error that should be reported.
Notes:
This is usually a mapping error (returning `None`) but may have practical use, such as
teleporting or transitioning to another map.
"""
return None
[docs] def get_direction(self, start_direction, **kwargs):
"""
Hook to override for customizing how the directions are
determined.
Args:
start_direction (str): The starting direction (n, ne etc).
Returns:
str: The 'out' direction side of the link - where the link
leads to.
Example:
With the default legend, if the link is a straght vertical link
(`|`) and `start_direction` is `s` (link is approached from
from the south side), then this function will return `n'.
"""
return self.directions.get(start_direction)
[docs] def get_weight(self, start_direction, current_weight, **kwargs):
"""
Hook to override for customizing how the weights are determined.
Args:
start_direction (str): The starting direction (n, ne etc).
current_weight (int): This can have an existing value if
we are progressing down a multi-step path.
Returns:
int: The weight to use for a link from `start_direction`.
"""
return self.weights.get(start_direction, self.default_weight)
[docs] def get_display_symbol(self):
"""
Hook to override for customizing how the display_symbol is determined.
This is called after all other hooks, at map visualization.
Returns:
str: The display-symbol to use. This must visually be a single character
but could have color markers, use a unicode font etc.
Notes:
By default, just setting .display_symbol is enough.
"""
return self.symbol if self.display_symbol is None else self.display_symbol
[docs]class SmartRerouterMapLink(MapLink):
r"""
A 'smart' link without visible direction, but which uses its topological surroundings
to figure out how it connects. All such links are two-way. It can be used to create 'knees' and
multi-crossings of links. Remember that this is still a link, so user will not 'stop' at it,
even if placed on an XY position!
If there are links on cardinally opposite sites, these are considered pass-throughs, and
If determining the path of a set of input/output directions this is not possible, or there is an
uneven number of links, an `MapParserError` is raised.
Example with the RedirectLink:
::
/
-o - this is ok, there can only be one path, e-ne
|
-o- - equivalent to '+', one n-s and one w-e link crossing
|
\|/
-o- - all are passing straight through
/|\
-o- - w-e pass straight through, other link is sw-s
/|
-o - invalid; impossible to know which input goes to which output
/|
"""
multilink = True
[docs] def get_direction(self, start_direction):
"""
Dynamically determine the direction based on a source direction and grid topology.
"""
# get all visually connected links
if not self.directions:
directions = {}
unhandled_links = list(self.get_linked_neighbors().keys())
# get all straight lines (n-s, sw-ne etc) we can trace through
# the dynamic link and remove them from the unhandled_links list
unhandled_links_copy = unhandled_links.copy()
for direction in unhandled_links_copy:
if REVERSE_DIRECTIONS[direction] in unhandled_links_copy:
directions[direction] = REVERSE_DIRECTIONS[
unhandled_links.pop(unhandled_links.index(direction))
]
# check if we have any non-cross-through paths left to handle
n_unhandled = len(unhandled_links)
if n_unhandled:
# still remaining unhandled links. If there's not exactly
# one 'incoming' and one 'outgoing' we can't figure out
# where to go in a non-ambiguous way.
if n_unhandled != 2:
links = ", ".join(unhandled_links)
raise MapParserError(
f"cannot determine how to connect in/out directions {links}.", self
)
directions[unhandled_links[0]] = unhandled_links[1]
directions[unhandled_links[1]] = unhandled_links[0]
self.directions = directions
return self.directions.get(start_direction)
[docs]class SmartTeleporterMapLink(MapLink):
"""
The teleport link works by connecting to nowhere - and will then continue
on another teleport link with the same symbol elsewhere on the map. The teleport
symbol must connect to only one other link (not to a node).
For this to work, there must be exactly one other teleport with the same `.symbol` on the map.
The two teleports will always operate as two-way connections, but by making the 'out-link' on
one side one-way, the effect will be that of a one-way teleport.
Example:
::
t #
/ | - moving ne from the left node will bring the user to the rightmost node
-# t as if the two teleporters were connected (two way).
-#-t t># - one-way teleport from left to right.
-#t - invalid, may only connect to another link
-#-t-# - invalid, only one connected link is allowed.
"""
symbol = "t"
# usually invisible
display_symbol = " "
direction_name = "teleport"
[docs] def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.paired_teleporter = None
[docs] def at_empty_target(self, start_direction, end_direction):
"""
Called during traversal, when finding an unknown direction out of the link (same as
targeting a link at an empty spot on the grid). This will also search for
a unique, matching teleport to send to.
Args:
start_direction (str): The direction (n, ne etc) from which this traversal originates
for this link.
Returns:
TeleporterMapLink: The paired teleporter.
Raises:
MapParserError: We raise this explicitly rather than returning `None` if we don't find
another teleport. This avoids us getting the default (and in this case confusing)
'pointing to an empty space' error we'd get if returning `None`.
"""
xygrid = self.xymap.xygrid
if not self.paired_teleporter:
# scan for another teleporter
symbol = self.symbol
found_teleporters = []
for iy, line in xygrid.items():
for ix, node_or_link in xygrid[iy].items():
if node_or_link.symbol == symbol and node_or_link is not self:
found_teleporters.append(node_or_link)
if not found_teleporters:
raise MapParserError("found no matching teleporter to link to.", self)
if len(found_teleporters) > 1:
raise MapParserError(
"found too many matching teleporters (must be exactly one more): "
f"{found_teleporters}",
self,
)
other_teleporter = found_teleporters[0]
# link the two so we don't need to scan again for the other one
self.paired_teleporter = other_teleporter
other_teleporter.paired_teleporter = self
return self.paired_teleporter
[docs] def get_direction(self, start_direction):
"""
Figure out the connected link and paired teleport.
"""
if not self.directions:
neighbors = self.get_linked_neighbors()
if len(neighbors) != 1:
raise MapParserError("must have exactly one link connected to it.", self)
direction, link = next(iter(neighbors.items()))
if hasattr(link, "node_index"):
raise MapParserError(
"can only connect to a Link. Found {link} in " "direction {direction}.", self
)
# the string 'teleport' will not be understood by the traverser, leading to
# this being interpreted as an empty target and the `at_empty_target`
# hook firing when trying to traverse this link.
direction_name = self.direction_name
if start_direction == direction_name:
# called while traversing another teleport
# - we must make sure we can always access/leave the teleport.
self.directions = {direction_name: direction, direction: direction_name}
else:
# called while traversing a normal link
self.directions = {start_direction: direction_name, direction_name: direction}
return self.directions.get(start_direction)
[docs]class SmartMapLink(MapLink):
"""
A 'smart' link withot visible direction, but which uses its topological surroundings
to figure out how it connects. Unlike the `SmartRerouterMapLink`, this link type is
also a 'direction' of its own and can thus connect directly to nodes. It can only describe
one transition and will prefer connecting two nodes if there are other possibilities. If the
linking is unclear or there are more than two nodes directly neighboring, a MapParserError will
be raised. If two nodes are not found, it will link to any combination of links- or nodes as
long as it can un-ambiguously determine which direction they lead.
Placing a smart-link directly between two nodes/links will always be a two-way connection,
whereas if it connects a node with another link, it will be a one-way connection in the
direction of the link.
Example with the up-down directions:
::
#
u - moving up in BOTH directions will bring you to the other node (two-way)
#
#
d - this better represents the 'real' up/down behavior.
u
#
#
| - one-way up from the lower node to the upper
u
#
#-#
u - okay since the up-link prioritizes the nodes
#
#u#
u - invalid since top-left node has two 'up' directions to go to
#
# |
u# or u- - invalid.
# |
"""
multilink = True
[docs] def get_direction(self, start_direction):
"""
Figure out the direction from a specific source direction based on grid topology.
"""
# get all visually connected links
if not self.directions:
directions = {}
neighbors = self.get_linked_neighbors()
nodes = [
direction
for direction, neighbor in neighbors.items()
if hasattr(neighbor, "node_index")
]
if len(nodes) == 2:
# prefer link to these two nodes
for direction in nodes:
directions[direction] = REVERSE_DIRECTIONS[direction]
elif len(neighbors) - len(nodes) == 1:
for direction in neighbors:
directions[direction] = REVERSE_DIRECTIONS[direction]
else:
raise MapParserError(
"must have exactly two connections - either directly to "
"two nodes or connecting directly to one node and with exactly one other "
f"link direction. The neighbor(s) in directions {list(neighbors.keys())} do "
"not fulfill these criteria.",
self,
)
self.directions = directions
return self.directions.get(start_direction)
[docs]class InvisibleSmartMapLink(SmartMapLink):
"""
This is a smart maplink that does not show as such on the map - instead it will figure out
how it should look had it been one of the 'normal' cardinal-direction links and display
itself as that instead. This doesn't change its functionality, only the symbol shown
on the map display. This only works for cardinal-direction links.
It makes use of `display_symbol_aliases` mapping, which maps a sorted set of
`((start, end), (end, start))` (two-way) or `((start, end),)` (one-way) directions
to a symbol in the current map legend - this is the symbol alias to use. The matching
MapLink or MapNode will be initialized at the current position only for the purpose of getting
its display_symbol.
Example:
display_symbol_aliases = `{(('n', 's'), ('s', n')): '|', ...}`
If no `display_symbol_aliases` are given, the regular display_symbol is used.
"""
# this allows for normal movement directions even if the invisible-node
# is marked with a different symbol.
direction_aliases = {
"n": "n",
"ne": "ne",
"e": "e",
"se": "se",
"s": "s",
"sw": "sw",
"w": "w",
"nw": "nw",
}
# replace current link position with what the smart links "should" look like
display_symbol_aliases = {
(("n", "s"), ("s", "n")): "|",
(("n", "s"),): "v",
(("s", "n")): "^",
(("e", "w"), ("w", "e")): "-",
(("e", "w"),): ">",
(("w", "e"),): "<",
(("nw", "se"), ("sw", "ne")): "\\",
(("ne", "sw"), ("sw", "ne")): "/",
}
[docs] def get_display_symbol(self):
"""
The SmartMapLink already calculated the directions before this, so we
just need to figure out what to replace this with in order to make this 'invisible'
Depending on how we are connected, we figure out how the 'normal' link
should look and use that instead.
"""
if not hasattr(self, "_cached_display_symbol"):
legend = self.xymap.legend
default_symbol = self.symbol if self.display_symbol is None else self.display_symbol
self._cached_display_symbol = default_symbol
dirtuple = tuple((key, self.directions[key]) for key in sorted(self.directions.keys()))
replacement_symbol = self.display_symbol_aliases.get(dirtuple, default_symbol)
if replacement_symbol != self.symbol:
node_or_link_class = legend.get(replacement_symbol)
if node_or_link_class:
# initiate class in the current location and run get_display_symbol
# to get what it would show.
self._cached_display_symbol = node_or_link_class(
self.x, self.y, self.Z
).get_display_symbol()
return self._cached_display_symbol
# ----------------------------------
# Default nodes and link classes
[docs]class BasicMapNode(MapNode):
"""A map node/room"""
symbol = "#"
prototype = "xyz_room"
[docs]class InterruptMapNode(MapNode):
"""A point of interest node/room. Pathfinder will ignore but auto-stepper will
stop here if passing through. Beginner-Tutorial from here is fine."""
symbol = "I"
display_symbol = "#"
interrupt_path = True
prototype = "xyz_room"
[docs]class MapTransitionNode(TransitionMapNode):
"""Transition-target node to other map. This is not actually spawned in-game."""
symbol = "T"
display_symbol = " "
prototype = None # important to leave None!
target_map_xyz = (None, None, None) # must be set manually
[docs]class NSMapLink(MapLink):
"""Two-way, North-South link"""
symbol = "|"
display_symbol = "||"
directions = {"n": "s", "s": "n"}
prototype = "xyz_exit"
[docs]class EWMapLink(MapLink):
"""Two-way, East-West link"""
symbol = "-"
directions = {"e": "w", "w": "e"}
prototype = "xyz_exit"
[docs]class NESWMapLink(MapLink):
"""Two-way, NorthWest-SouthWest link"""
symbol = "/"
directions = {"ne": "sw", "sw": "ne"}
prototype = "xyz_exit"
[docs]class SENWMapLink(MapLink):
"""Two-way, SouthEast-NorthWest link"""
symbol = "\\"
directions = {"se": "nw", "nw": "se"}
prototype = "xyz_exit"
[docs]class PlusMapLink(MapLink):
"""Two-way, crossing North-South and East-West links"""
symbol = "+"
directions = {"s": "n", "n": "s", "e": "w", "w": "e"}
prototype = "xyz_exit"
[docs]class CrossMapLink(MapLink):
"""Two-way, crossing NorthEast-SouthWest and SouthEast-NorthWest links"""
symbol = "x"
directions = {"ne": "sw", "sw": "ne", "se": "nw", "nw": "se"}
prototype = "xyz_exit"
[docs]class NSOneWayMapLink(MapLink):
"""One-way North-South link"""
symbol = "v"
directions = {"n": "s"}
prototype = "xyz_exit"
[docs]class SNOneWayMapLink(MapLink):
"""One-way South-North link"""
symbol = "^"
directions = {"s": "n"}
prototype = "xyz_exit"
[docs]class EWOneWayMapLink(MapLink):
"""One-way East-West link"""
symbol = "<"
directions = {"e": "w"}
prototype = "xyz_exit"
[docs]class WEOneWayMapLink(MapLink):
"""One-way West-East link"""
symbol = ">"
directions = {"w": "e"}
prototype = "xyz_exit"
[docs]class UpMapLink(SmartMapLink):
"""Up direction. Note that this stays on the same z-coord so it's a 'fake' up."""
symbol = "u"
# all movement over this link is 'up', regardless of where on the xygrid we move.
direction_aliases = {
"n": symbol,
"ne": symbol,
"e": symbol,
"se": symbol,
"s": symbol,
"sw": symbol,
"w": symbol,
"nw": symbol,
}
spawn_aliases = {direction: ("up", "u") for direction in direction_aliases}
prototype = "xyz_exit"
[docs]class DownMapLink(UpMapLink):
"""Down direction. Note that this stays on the same z-coord, so it's a 'fake' down."""
symbol = "d"
# all movement over this link is 'down', regardless of where on the xygrid we move.
direction_aliases = {
"n": symbol,
"ne": symbol,
"e": symbol,
"se": symbol,
"s": symbol,
"sw": symbol,
"w": symbol,
"nw": symbol,
}
spawn_aliases = {direction: ("down", "d") for direction in direction_aliases}
prototype = "xyz_exit"
[docs]class InterruptMapLink(InvisibleSmartMapLink):
"""A (still passable) link. Pathfinder will treat this as any link, but auto-stepper
will always abort before crossing this link - so this must be crossed manually."""
symbol = "i"
interrupt_path = True
prototype = "xyz_exit"
[docs]class BlockedMapLink(InvisibleSmartMapLink):
"""
Causes the shortest-path algorithm to consider this a blocked path. The block will not show up
in the map display (and exit can be traversed normally), pathfinder will just not include this
link in any paths.
"""
symbol = "b"
weights = {
"n": BIGVAL,
"ne": BIGVAL,
"e": BIGVAL,
"se": BIGVAL,
"s": BIGVAL,
"sw": BIGVAL,
"w": BIGVAL,
"nw": BIGVAL,
}
prototype = "xyz_exit"
[docs]class RouterMapLink(SmartRerouterMapLink):
"""A link that connects other links to build 'knees', pass-throughs etc."""
symbol = "o"
[docs]class TeleporterMapLink(SmartTeleporterMapLink):
"""
Teleporter links. Must appear in pairs on the same xy map. To make it one-way, add additional
one-way link out of the teleporter on one side.
"""
symbol = "t"
# all map components; used as base if not overridden
LEGEND = {
# nodes
"#": BasicMapNode,
"T": MapTransitionNode,
"I": InterruptMapNode,
# links
"|": NSMapLink,
"-": EWMapLink,
"/": NESWMapLink,
"\\": SENWMapLink,
"x": CrossMapLink,
"+": PlusMapLink,
"v": NSOneWayMapLink,
"^": SNOneWayMapLink,
"<": EWOneWayMapLink,
">": WEOneWayMapLink,
"o": RouterMapLink,
"u": UpMapLink,
"d": DownMapLink,
"b": BlockedMapLink,
"i": InterruptMapLink,
"t": TeleporterMapLink,
}