Add "Grid-TCOD-Integration"
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# Grid TCOD Integration
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## Overview
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McRogueFace integrates with libtcod (The Chron of Doryen) for FOV (field of view), pathfinding, and Dijkstra maps. The integration maintains a synchronized `TCODMap` that mirrors each grid's walkability and transparency properties.
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**Parent Page:** [[Grid-System]]
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**Related Pages:**
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- [[AI-and-Pathfinding]] - Using FOV and pathfinding for game AI
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- [[Grid-Rendering-Pipeline]] - How FOV affects rendering overlays
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- [[Entity-Management]] - Entity perspective and gridstate
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**Key Files:**
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- `src/UIGrid.cpp::syncTCODMap()` - Synchronization (lines 343-361)
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- `src/UIGrid.cpp::computeFOV()` - FOV computation (line 363)
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- `src/UIGrid.h` - TCODMap, TCODPath, TCODDijkstra members
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**Related Issues:**
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- [#64](../../issues/64) - TCOD updates (last TCOD sync)
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- [#124](../../issues/124) - Grid Point Animation
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- [#123](../../issues/123) - Subgrid system integration with TCOD
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---
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## The World State Layer
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### TCODMap as World Physics
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In the three-layer grid architecture, **TCODMap represents world state**:
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```
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Visual Layer (UIGridPoint) - What's displayed (colors, sprites)
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↓
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World State Layer (TCODMap) - Physical properties (walkable, transparent)
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↓
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Perspective Layer (UIGridPointState) - Per-entity knowledge (discovered, visible)
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```
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Every grid has a `TCODMap` that must be kept synchronized with cell properties.
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---
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## TCODMap Synchronization
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### Initialization
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When a grid is created, its TCODMap is initialized:
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```cpp
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// UIGrid constructor
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tcod_map = new TCODMap(gx, gy);
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tcod_dijkstra = new TCODDijkstra(tcod_map);
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tcod_path = new TCODPath(tcod_map);
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// Sync initial state
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syncTCODMap();
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```
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### Synchronization Methods
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#### syncTCODMap() - Full Sync
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Synchronizes entire grid:
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```cpp
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void UIGrid::syncTCODMap() {
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if (!tcod_map) return;
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for (int y = 0; y < grid_y; y++) {
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for (int x = 0; x < grid_x; x++) {
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const UIGridPoint& point = at(x, y);
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tcod_map->setProperties(x, y, point.transparent, point.walkable);
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}
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}
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}
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```
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**Use when:** Initializing grid or making bulk changes to many cells.
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**Performance:** O(grid_x * grid_y) - expensive for large grids.
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#### syncTCODMapCell() - Single Cell Sync
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Synchronizes one cell:
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```cpp
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void UIGrid::syncTCODMapCell(int x, int y) {
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if (!tcod_map || x < 0 || x >= grid_x || y < 0 || y >= grid_y) return;
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const UIGridPoint& point = at(x, y);
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tcod_map->setProperties(x, y, point.transparent, point.walkable);
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}
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```
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**Use when:** Changing a single cell's properties (e.g., opening a door, destroying a wall).
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**Performance:** O(1) - efficient for incremental updates.
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### Python API
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```python
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import mcrfpy
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grid = mcrfpy.Grid(grid_size=(50, 50), pos=(0, 0), size=(800, 600))
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# Modify cell properties
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cell = grid.at((10, 10))
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cell.walkable = False # Block pathfinding
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cell.transparent = False # Block FOV
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# Sync to TCOD (required!)
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grid.sync_tcod_map() # Full sync
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# Or sync single cell
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grid.sync_tcod_cell(10, 10)
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```
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**Important:** Changing `cell.walkable` or `cell.transparent` does NOT automatically update TCODMap. You **must** call `sync_tcod_map()` or `sync_tcod_cell()` afterward.
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---
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## Field of View (FOV)
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### Computing FOV
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FOV determines which cells are visible from a given position:
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```python
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# Compute FOV from position (25, 25) with radius 10
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visible_cells = grid.compute_fov(
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x=25,
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y=25,
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radius=10, # 0 = unlimited
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light_walls=True, # Walls at FOV edge are visible
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algorithm=mcrfpy.FOV_BASIC # or FOV_DIAMOND, FOV_SHADOW, etc.
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)
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# Returns list of (x, y, visible, discovered) tuples
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for x, y, visible, discovered in visible_cells:
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print(f"Cell ({x}, {y}) is visible")
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```
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### FOV Algorithms
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libtcod provides several FOV algorithms:
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| Algorithm | Description | Performance | Use Case |
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|-----------|-------------|-------------|----------|
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| `FOV_BASIC` | Simple raycasting | Fast | General purpose |
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| `FOV_DIAMOND` | Diamond-shaped FOV | Fast | Square grids |
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| `FOV_SHADOW` | Shadow casting | Medium | Realistic lighting |
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| `FOV_PERMISSIVE` | Permissive FOV | Slow | Maximum visibility |
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| `FOV_RESTRICTIVE` | Restrictive FOV | Medium | Minimal visibility |
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**Default:** `FOV_BASIC` provides good balance of speed and realism.
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### Checking FOV
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After computing FOV, check if specific cells are visible:
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```python
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# Compute FOV first
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grid.compute_fov(player.x, player.y, radius=10)
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# Check if cell is visible
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if grid.is_in_fov(enemy_x, enemy_y):
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print("Player can see enemy!")
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enemy.draw_with_highlight()
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```
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**Thread Safety:** FOV computation is protected by a mutex, allowing safe concurrent access.
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---
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## Pathfinding
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### A* Pathfinding
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Find shortest path between two points:
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```python
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# Find path from (5, 5) to (45, 45)
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path = grid.find_path(
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x1=5, y1=5,
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x2=45, y2=45,
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diagonal_cost=1.41 # sqrt(2) for diagonal movement
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)
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# path is list of (x, y) tuples
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if path:
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for x, y in path:
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grid.at((x, y)).color = (255, 0, 0, 255) # Highlight path
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# Move entity along path
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entity.path = path
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else:
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print("No path found!")
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```
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### Diagonal Movement Cost
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The `diagonal_cost` parameter affects pathfinding behavior:
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- **1.0** - Diagonal movement is same cost as cardinal (unrealistic, creates zigzag paths)
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- **1.41** (√2) - Diagonal movement costs more (realistic, smoother paths)
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- **2.0** - Diagonal movement very expensive (prefers cardinal directions)
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- **Large value** - Effectively disables diagonal movement
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```python
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# Pathfinding that prefers cardinal directions
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path = grid.find_path(10, 10, 20, 20, diagonal_cost=2.0)
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# Pathfinding that allows free diagonal movement
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path = grid.find_path(10, 10, 20, 20, diagonal_cost=1.0)
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```
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### Pathfinding Limitations
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- **Static paths:** Path is computed once; doesn't update if grid changes
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- **No A* customization:** Cannot provide custom cost functions yet
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- **Blocking:** Pathfinding is synchronous (blocks Python execution)
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**Workaround for dynamic obstacles:**
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```python
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# Recompute path periodically
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def update_enemy_path(ms):
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# Check if path is still valid
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for x, y in enemy.path:
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if not grid.at((x, y)).walkable:
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# Path blocked, recompute
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enemy.path = grid.find_path(enemy.x, enemy.y,
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player.x, player.y)
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break
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mcrfpy.setTimer("path_update", update_enemy_path, 500) # Every 0.5s
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```
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---
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## Dijkstra Maps
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### Computing Dijkstra Maps
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Dijkstra maps compute distance from goal(s) to all cells, useful for multi-enemy AI:
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```python
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# Compute Dijkstra map with player as goal
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grid.compute_dijkstra(
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root_x=player.x,
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root_y=player.y,
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diagonal_cost=1.41
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)
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# Each enemy can now path toward player
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for enemy in enemies:
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# Get path to nearest goal (player)
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path = grid.get_dijkstra_path(
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from_x=enemy.x,
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from_y=enemy.y,
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max_length=1 # Just get next step
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)
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if path:
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next_x, next_y = path[0]
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enemy.move_to(next_x, next_y)
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```
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### Multiple Goals
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Dijkstra maps support multiple goal cells:
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```python
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# Find distance to ANY exit
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exit_positions = [(5, 5), (45, 5), (5, 45), (45, 45)]
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grid.compute_dijkstra_multi(exit_positions, diagonal_cost=1.41)
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# Each entity can now path to nearest exit
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path = grid.get_dijkstra_path(entity.x, entity.y, max_length=0) # 0 = full path
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```
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### Dijkstra vs A*
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| Feature | A* (find_path) | Dijkstra Maps |
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|---------|---------------|---------------|
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| **Goals** | Single target | One or many targets |
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| **Computation** | Once per path | Once for all entities |
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| **Use case** | Single entity, single target | Many entities, same target |
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| **Performance** | O(log n) per entity | O(n) once, then O(1) per entity |
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**Rule of thumb:**
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- 1-5 entities → Use A* per entity
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- 10+ entities with same goal → Use Dijkstra map
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---
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## Entity Perspective System
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### Gridstate and Discovered/Visible
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Each entity can have a `gridstate` vector tracking what it has seen:
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```cpp
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// UIEntity member
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std::vector<UIGridPointState> gridstate;
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struct UIGridPointState {
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bool discovered; // Has entity ever seen this cell?
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bool visible; // Can entity currently see this cell?
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};
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```
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### Setting Entity Perspective
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```python
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# Enable perspective for player entity
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grid.set_perspective(player)
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# This does two things:
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# 1. Sets grid.perspective_enabled = True
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# 2. Stores weak_ptr to player entity
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# Now grid rendering will use player's gridstate for FOV overlay
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```
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See [[Grid-Rendering-Pipeline]] Stage 4 for overlay rendering details.
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### Updating Entity Gridstate
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After computing FOV, update entity's gridstate:
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```python
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def update_player_fov():
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"""Update player FOV and gridstate"""
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# Compute FOV
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visible_cells = grid.compute_fov(player.x, player.y, radius=10)
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# Update gridstate
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for x, y, visible, discovered in visible_cells:
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idx = y * grid.grid_size[0] + x
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player.gridstate[idx].visible = visible
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player.gridstate[idx].discovered = discovered
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# Call every time player moves
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mcrfpy.setTimer("player_fov", update_player_fov, 100)
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```
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**Note:** This is a manual process currently. Issue #64 may add automatic gridstate updates.
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---
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## Common Patterns
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### Opening a Door
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```python
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def open_door(door_x, door_y):
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"""Open door at position, update world state"""
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cell = grid.at((door_x, door_y))
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# Update visual
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cell.tilesprite = OPEN_DOOR_SPRITE
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cell.color = (200, 200, 200, 255)
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# Update world state
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cell.walkable = True
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cell.transparent = True
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# Sync to TCOD (required!)
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grid.sync_tcod_cell(door_x, door_y)
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# Recompute FOV if player nearby
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if distance(door_x, door_y, player.x, player.y) < 15:
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update_player_fov()
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```
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### Dynamic Obstacle
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```python
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def boulder_falls(x, y):
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"""Boulder falls, blocking cell"""
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cell = grid.at((x, y))
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# Visual update
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cell.tilesprite = BOULDER_SPRITE
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# Block movement and sight
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cell.walkable = False
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cell.transparent = False
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# Sync to TCOD
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grid.sync_tcod_cell(x, y)
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# Invalidate any paths going through this cell
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for entity in entities:
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if entity.path and (x, y) in entity.path:
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entity.path = None # Force recompute
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```
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### Chase AI with Dijkstra
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```python
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class ChaseAI:
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"""AI that chases player using Dijkstra maps"""
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def __init__(self, grid, player):
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self.grid = grid
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self.player = player
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self.dijkstra_dirty = True
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def update(self):
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# Recompute Dijkstra map if player moved
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if self.dijkstra_dirty:
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self.grid.compute_dijkstra(self.player.x, self.player.y)
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self.dijkstra_dirty = False
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# Move all enemies toward player
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for enemy in enemies:
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||||||
|
path = self.grid.get_dijkstra_path(enemy.x, enemy.y, max_length=1)
|
||||||
|
if path:
|
||||||
|
next_x, next_y = path[0]
|
||||||
|
enemy.move_to(next_x, next_y)
|
||||||
|
|
||||||
|
def on_player_move(self):
|
||||||
|
self.dijkstra_dirty = True
|
||||||
|
|
||||||
|
ai = ChaseAI(grid, player)
|
||||||
|
mcrfpy.setTimer("ai", lambda ms: ai.update(), 200) # Update 5x per second
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Performance Considerations
|
||||||
|
|
||||||
|
### FOV Computation Cost
|
||||||
|
|
||||||
|
| Grid Size | Radius | Time (FOV_BASIC) |
|
||||||
|
|-----------|--------|------------------|
|
||||||
|
| 50x50 | 10 | ~0.5ms |
|
||||||
|
| 100x100 | 15 | ~1.5ms |
|
||||||
|
| 200x200 | 20 | ~4ms |
|
||||||
|
|
||||||
|
**Optimization:**
|
||||||
|
- Only compute FOV when entity moves
|
||||||
|
- Use smaller radius when possible
|
||||||
|
- Cache results for stationary entities
|
||||||
|
|
||||||
|
### Pathfinding Cost
|
||||||
|
|
||||||
|
| Grid Size | Path Length | Time (A*) |
|
||||||
|
|-----------|-------------|-----------|
|
||||||
|
| 50x50 | 20 cells | ~0.3ms |
|
||||||
|
| 100x100 | 50 cells | ~1.2ms |
|
||||||
|
| 200x200 | 100 cells | ~5ms |
|
||||||
|
|
||||||
|
**Optimization:**
|
||||||
|
- Limit pathfinding distance for distant targets
|
||||||
|
- Use Dijkstra maps for many entities with same goal
|
||||||
|
- Cache paths and only recompute when grid changes
|
||||||
|
|
||||||
|
### Sync Cost
|
||||||
|
|
||||||
|
- **syncTCODMap()**: O(grid_x * grid_y) - use sparingly
|
||||||
|
- **syncTCODMapCell()**: O(1) - use freely
|
||||||
|
|
||||||
|
**Best Practice:**
|
||||||
|
```python
|
||||||
|
# BAD: Full sync after every cell change
|
||||||
|
for x in range(100):
|
||||||
|
for y in range(100):
|
||||||
|
grid.at((x, y)).walkable = compute_walkable(x, y)
|
||||||
|
grid.sync_tcod_map() # O(n²) per cell = O(n⁴) total!
|
||||||
|
|
||||||
|
# GOOD: Bulk changes then single sync
|
||||||
|
for x in range(100):
|
||||||
|
for y in range(100):
|
||||||
|
grid.at((x, y)).walkable = compute_walkable(x, y)
|
||||||
|
grid.sync_tcod_map() # O(n²) once
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Troubleshooting
|
||||||
|
|
||||||
|
### Issue: Pathfinding Returns Empty Path
|
||||||
|
|
||||||
|
**Causes:**
|
||||||
|
1. Target is unreachable (blocked by walls)
|
||||||
|
2. TCODMap not synchronized after cell changes
|
||||||
|
3. Start or end position is non-walkable
|
||||||
|
|
||||||
|
**Debug:**
|
||||||
|
```python
|
||||||
|
path = grid.find_path(x1, y1, x2, y2)
|
||||||
|
if not path:
|
||||||
|
# Check walkability
|
||||||
|
print(f"Start walkable: {grid.at((x1, y1)).walkable}")
|
||||||
|
print(f"End walkable: {grid.at((x2, y2)).walkable}")
|
||||||
|
|
||||||
|
# Try computing FOV to see what's reachable
|
||||||
|
visible = grid.compute_fov(x1, y1, radius=50)
|
||||||
|
if (x2, y2) not in [(x, y) for x, y, _, _ in visible]:
|
||||||
|
print("Target not reachable from start!")
|
||||||
|
```
|
||||||
|
|
||||||
|
### Issue: FOV Doesn't Match Visual
|
||||||
|
|
||||||
|
**Cause:** TCODMap `transparent` property not synced with cell visual.
|
||||||
|
|
||||||
|
**Fix:**
|
||||||
|
```python
|
||||||
|
# After changing cell visual
|
||||||
|
cell = grid.at((x, y))
|
||||||
|
cell.tilesprite = WALL_SPRITE
|
||||||
|
cell.transparent = False # Important!
|
||||||
|
grid.sync_tcod_cell(x, y)
|
||||||
|
```
|
||||||
|
|
||||||
|
### Issue: Entity Can't See Through Glass
|
||||||
|
|
||||||
|
**Cause:** Glass cells have `transparent = False`.
|
||||||
|
|
||||||
|
**Fix:**
|
||||||
|
```python
|
||||||
|
# Glass cell setup
|
||||||
|
glass_cell = grid.at((x, y))
|
||||||
|
glass_cell.walkable = False # Can't walk through
|
||||||
|
glass_cell.transparent = True # CAN see through
|
||||||
|
grid.sync_tcod_cell(x, y)
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## API Reference
|
||||||
|
|
||||||
|
See [`docs/api_reference_dynamic.html`](../../src/branch/master/docs/api_reference_dynamic.html) for complete TCOD API.
|
||||||
|
|
||||||
|
**FOV Methods:**
|
||||||
|
- `grid.compute_fov(x, y, radius=0, light_walls=True, algorithm=FOV_BASIC)` → List[(x, y, visible, discovered)]
|
||||||
|
- `grid.is_in_fov(x, y)` → bool
|
||||||
|
|
||||||
|
**Pathfinding Methods:**
|
||||||
|
- `grid.find_path(x1, y1, x2, y2, diagonal_cost=1.41)` → List[(x, y)]
|
||||||
|
- `grid.compute_dijkstra(root_x, root_y, diagonal_cost=1.41)` → None
|
||||||
|
- `grid.get_dijkstra_path(from_x, from_y, max_length=0)` → List[(x, y)]
|
||||||
|
|
||||||
|
**Sync Methods:**
|
||||||
|
- `grid.sync_tcod_map()` → None (sync entire grid)
|
||||||
|
- `grid.sync_tcod_cell(x, y)` → None (sync single cell)
|
||||||
|
|
||||||
|
**Cell Properties:**
|
||||||
|
- `cell.walkable` - Boolean, affects pathfinding
|
||||||
|
- `cell.transparent` - Boolean, affects FOV
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
**Navigation:**
|
||||||
|
- [[Grid-System]] - Parent page
|
||||||
|
- [[AI-and-Pathfinding]] - Using FOV and pathfinding for game AI
|
||||||
|
- [[Grid-Rendering-Pipeline]] - FOV overlay rendering
|
||||||
|
- [[Entity-Management]] - Entity gridstate and perspective
|
||||||
Loading…
Reference in New Issue