Reputation: 1851
I'm writing a tile based game in python. Basically you can place different blocks on the tiles, and some generate or use powers. So, there's wires. After trying to figure out how I was gonna program the wires, I decided on making a wireNetwork class. I got everything working fine and dandy except for when a network is split in two. Let's say there is two separate wire networks, and I bridge the gap between them with wires so they're connected. My code notices that and groups the two wire networks into a single merged one. But what if I was to delete the bridge, making two individual groups of networks again? How would I handle this? Here's the wiring code from my game down below.
class wireTemplate():
def __init__(self, image, maxPower):
self.image = pygame.transform.scale(image, (tileW,tileH))
wireTemplates.append(self)
self.maxPower = maxPower
def reproduce(self,x,y):
global wireMap
temp = copy.copy(self)
temp.rect = pygame.Rect(x*tileW,y*tileH,tileW,tileH)
temp.x = x
temp.y = y
wireMap[y][x] = temp
wires.append(temp)
didSomething = False
for i in getSurrounding(wireMap,x,y):
if i != None and i.type == "Wire":
if temp not in i.network.wires:
i.network.wires.append(temp)
temp.network = i.network
didSomething = True
#getSurrounding() returns the surrounding tiles of the
#coordinates specified.
for i2 in getSurrounding(wireMap,x,y):
if i2 != None and i2.type == "Wire":
if i.network != i2.network:
mergeNetworks(i.network,i2.network)
if not didSomething:
temp.network = wireNetwork()
temp.network.wires.append(temp)
return temp
def delete(self):
wires.remove(self)
self.network.wires.remove(self)
if self.network.wires == []: self.network.delete()
for iteration, i in enumerate(wireMap):
if self in i:
wireMap[iteration][i.index(self)] = None
class wireNetwork():
def __init__(self):
wireNetworks.append(self)
self.wires = []
self.outputs = []
self.inputs = []
self.color = pygame.Color(random.choice([0,255]),random.choice([0,255]),random.choice([0,255]),50)
def delete(self):
wireNetworks.remove(self)
Upvotes: 0
Views: 77
Reputation: 9397
What you're modeling is a graph; you need each node to keep track of its neighbors. You can keep a data structure in memory for fast identification of whether two nodes are connected (the union-find algorithm is perfect for this), and this is quite fast as long as you are either using the structure or continuing to accumulate connections. A disconnection will require that you rebuild the union-find data structure from scratch, which will be relatively expensive, but you have the source data necessary to do so (the neighbor data for each of the nodes).
Upvotes: 2