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------------------------------------------------------------------------------
-- iter.lua:
-- Iterationeering functions.
------------------------------------------------------------------------------
--
-- Example usage of adjacent_iterator:
--
-- function iter.rats()
-- local i
-- for i in iter.adjacent_iterator() do
-- dgn.create_monster(i.x, i.y, "rat")
-- end
-- end
--
-- The above function will surround the player with rats.
--
------------------------------------------------------------------------------
-- dgn.point iterators.
-- All functions expect dgn.point parameters, and return dgn.points.
------------------------------------------------------------------------------
iter = {}
------------------------------------------------------------------------------
-- rectangle_iterator
------------------------------------------------------------------------------
iter.rectangle_iterator = {}
function iter.rectangle_iterator:_new ()
local m = {}
setmetatable(m, self)
self.__index = self
return m
end
function iter.rectangle_iterator:new (corner1, corner2, filter)
if corner1 == nil or corner2 == nil then
error("need two corners to a rectangle")
end
if corner2.x < corner1.x then
error("corner2's x less than corner1's; did you swap them?")
elseif corner2.y < corner1.y then
error("corner2's y less than corner1's; did you swap them?")
end
local mt = iter.rectangle_iterator:_new()
mt.min_x = corner1.x
mt.min_y = corner1.y
mt.max_x = corner2.x
mt.max_y = corner2.y
mt.cur_x = corner1.x - 1
mt.cur_y = corner1.y
mt.filter = filter or nil
return mt:iter()
end
function iter.rectangle_iterator:next()
local point = nil
repeat
if self.cur_x >= self.max_x then
self.cur_y = self.cur_y + 1
self.cur_x = self.min_x
if self.cur_y > self.max_y then
point = -1
else
point = dgn.point(self.cur_x, self.cur_y)
if not self:check_filter(point) then
point = -2
end
end
else
self.cur_x = self.cur_x + 1
point = dgn.point(self.cur_x, self.cur_y)
if not self:check_filter(point) then
point = -2
end
end
if point == -1 then
return nil
elseif point == -2 then
point = nil
end
until point
return point
end
function iter.rectangle_iterator:check_filter(point)
if self.filter ~= nil then
if self.filter(point) then
return true
else
return false
end
else
return true
end
end
function iter.rectangle_iterator:iter ()
return function() return self:next() end, nil, nil
end
function iter.rect_iterator(top_corner, bottom_corner, filter)
return iter.rectangle_iterator:new(top_corner, bottom_corner, filter)
end
-------------------------------------------------------------------------------
-- los_iterator
-------------------------------------------------------------------------------
function iter.los_iterator (include_center, filter, center)
local y_x, y_y
if center == nil then
y_x, y_y = you.pos()
else
y_x, y_y = center:xy()
end
local top_corner = dgn.point(y_x - 8, y_y - 8)
local bottom_corner = dgn.point(y_x + 8, y_y + 8)
local function check_los (point)
local _x, _y = point:xy()
if filter ~= nil then
if not filter(point) then
return false
end
end
if include_center == true and y_x == _x and y_y == y then
return true
else
return false
end
if you.see_cell(_x, _y) then
return true
else
return false
end
end
return iter.rect_iterator(top_corner, bottom_corner, check_los)
end
-------------------------------------------------------------------------------
-- adjacent_iterator
-------------------------------------------------------------------------------
function iter.adjacent_iterator (include_center, filter, center)
local y_x, y_y
if center == nil then
y_x, y_y = you.pos()
else
y_x, y_y = center:xy()
end
local top_corner = dgn.point(y_x - 1, y_y - 1)
local bottom_corner = dgn.point(y_x + 1, y_y + 1)
local function check_adj (point)
local _x, _y = point:xy()
if filter ~= nil then
if not filter(point) then
return false
end
end
if include_center ~= true and y_x == _x and y_y == y then
return false
end
return true
end
return iter.rect_iterator(top_corner, bottom_corner, check_adj)
end
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