def initializeVisibilityMatrix(self):
global VISIBILITY_MATRIX_CACHE
if reduce(str.__add__, self.layoutText) not in VISIBILITY_MATRIX_CACHE:
from game import Directions
vecs = [(-0.5,0), (0.5,0),(0,-0.5),(0,0.5)]
dirs = [Directions.NORTH, Directions.SOUTH, Directions.WEST, Directions.EAST]
vis = Grid(self.width, self.height, {Directions.NORTH:set(), Directions.SOUTH:set(), Directions.EAST:set(), Directions.WEST:set(), Directions.STOP:set()})
for x in range(self.width):
for y in range(self.height):
if self.walls[x][y] == False:
for vec, direction in zip(vecs, dirs):
dx, dy = vec
nextx, nexty = x + dx, y + dy
while (nextx + nexty) != int(nextx) + int(nexty) or not self.walls[int(nextx)][int(nexty)] :
vis[x][y][direction].add((nextx, nexty))
nextx, nexty = x + dx, y + dy
self.visibility = vis
VISIBILITY_MATRIX_CACHE[reduce(str.__add__, self.layoutText)] = vis
else:
self.visibility = VISIBILITY_MATRIX_CACHE[reduce(str.__add__, self.layoutText)]
评论列表
文章目录