Metadata-Version: 2.0
Name: hexutil
Version: 0.2.2
Summary: Classes and functions to deal with hexagonal grids
Home-page: https://github.com/stephanh42/hexutil
Author: Stephan Houben
Author-email: stephanh42@gmail.com
License: MIT
Keywords: math game development
Platform: UNKNOWN
Classifier: Development Status :: 3 - Alpha
Classifier: Intended Audience :: Developers
Classifier: Topic :: Software Development :: Build Tools
Classifier: License :: OSI Approved :: MIT License
Classifier: Programming Language :: Python :: 3
Classifier: Programming Language :: Python :: 3.3
Classifier: Programming Language :: Python :: 3.4
Classifier: Programming Language :: Python :: 3.5
Classifier: Programming Language :: Python :: 3.6
Requires-Python: ~=3.3
Provides-Extra: dev
Provides-Extra: test

hexutil
=======

Classes and functions to deal with hexagonal grids.

[Screenshot of example.py]

Introduction
------------

This module provides the following functionality.

1.  Manipulation of grid coordinates in a hexagonal grid.
2.  Converting between hexagonal grid coordinates and screen
    coordinates.
3.  Field-of-view calculation on a hexagonal grid.
4.  A* path-finding on a hexagonal grid.

All this is provided by the module hexutil. The file example.py contains
example coding using this functionality. The above image is a screenshot
from this example.

Manipulation of grid coordinates in a hexagonal grid.
-----------------------------------------------------

The class hexagon.Hex represents a particular hexagon in a grid. Class
Hex takes two integer arguments, x and y. These need to satisfy the
property that their sum is even.

The following (x,y) coordinate system is used to address hexagons in the
grid.

[Hexgrid coordinate system]

At first, it may seem weird that this coordinate system leaves "holes"
in the representation, i.e. there is no hexagon corresponding to, say,
(0, 1). However, that turns out to be not a real problem in practise.
The advantage is that relationship to the actual center points of the
hexagons becomes very simple, namely, just multiply y with √3. This also
simplifies screen coordinate calculations.

The only time the "holes" are an issue is if you want to pack grid data
densely into a 2D (numpy) array or a list-of-lists. In that case, just
use ar[hexagon.x//2][hexagon.y] to index into array ar.

The constructor of Hex checks the "x+y is even" property. If it is not
satisfied, an InvalidHex exception is thrown.

Note that Hex is a namedtuple. That means that it can be used wherever a
2-tuple (x, y) is required. It also means that is is immutable.

Important functionality on instances of Hex. * The hex.x and hex.y
fields for accessing the x- and y-coordinate, respectively. * Arithmetic
operations hex1 + hex2, hex1 - hex2 and - hex are supported. * The
method hex.neighbours() returns the 6 direct neighbours of a hex. * The
method hex1.distance(hex2) returns the distance in terms of steps on the
hexagon grid between hex1 and hex2.

Converting between hexagonal grid coordinates and screen coordinates.
---------------------------------------------------------------------

The mapping of a hexagon to screen (pixel) coordinates can be described
by two parameters width and height. The following image shows how these
relate to the hexagon size.

[Hexgrid width and height]

For a perfectly regular hexagon, the relationship height = ⅓√3 width
should hold. In practice, we typically want integral pixel coordinates.

The class HexGrid captures such a pair of width and height values. It
can be initialized as HexGrid(width, height) or HexGrid(width). In the
latter case, height is automatically computed as round(⅓√3 * width).

Important functionality on instances of Hex. * The hexgrid.width and
hexgrid.height fields for accessing the width and height, respectively.
* Method hexgrid.center(hex) returns a pair (x, y) of screen coordinates
of the center of hex. * Method hexgrid.corners(hex) returns a sequence
of 6 pairs (x, y) of screen coordinates of the 6 corners of hex. *
Method hexgrid.bounding_box(hex) returns a hexutil.Rectangle object
describing the bounding box of hex. * Method
hexgrid.hex_at_coordinate(x, y) returns the Hex at screen coordinate
(x,y). * Method hexgrid.hexes_in_rectangle(rect) returns a sequence of
all Hex-es which overlap with Rectangle rect.

Field-of-view calculation on a hexagonal grid.
----------------------------------------------

Field-of-view calculation is done by the following method on Hex
instances.

hex.field_of_view(self, transparent, max_distance, visible=None)

-   transparent -- from a Hex to a boolean, indicating of the Hex is
    transparent
-   max_distance -- maximum distance you can view
-   visible -- if provided, should be a dict which will be filled and
    returned

Returns a dict which has as its keys the hexagons which are visible. The
value is a bitmask which indicates which sides of the hexagon are
visible. The bitmask is useful if you want to use this function also to
compute light sources.

    view_set = player_pos.field_of_view(...)
    light_set = light_source.field_of_view(...)

    # Is pos visible?
    if view_set.get(pos, 0) & light_set.get(pos, 0):
        # yes it is

A* path-finding on a hexagonal grid.
------------------------------------

Path-finding (using the A* algorithm) is done by the following method on
Hex instances.

hex.find_path(self, destination, passable, cost=lambda pos: 1)

-   hex -- Starting position (Hex object) for path finding.
-   destination -- Destination position for path finding.
-   passable -- Function of one position, returning True if we can move
    through this hex.
-   cost -- cost function for moving through a hex. Should return a
    value ≥ 1. By default all costs are 1.

This returns the path (as a sequence of Hex-es, including start point
and destination), or None if no path could be found.



