Commit graph

238 commits

Author SHA1 Message Date
a702d3cab4 Implement Shape rendering and Transform math for SDL2 backend
Shape rendering now works:
- Shape::draw() generates triangle vertices for fill and outline
- RectangleShape, CircleShape, ConvexShape provide getPointCount()/getPoint()
- Shapes render with correct fill color, outline color, and outline thickness

Transform class fully implemented:
- translate(), rotate(), scale() modify the 3x3 affine matrix
- transformPoint() applies transform to Vector2f
- operator* combines transforms
- getInverse() computes inverse transform

Transformable::getTransform() now computes proper transform from:
- position, rotation, scale, and origin

RenderStates now has transform, blendMode, shader members

Canvas sizing fixed for Emscripten:
- EM_ASM sets canvas size after SDL window creation
- SDL_GL_MakeCurrent called after canvas resize

Result: RectangleShape UI elements render in correct positions!

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-31 11:58:42 -05:00
c5cc022aa2 Add SDL2+OpenGL ES 2 renderer backend for Emscripten/WebGL
Implements Phase 1 of renderer abstraction plan:
- SDL2Types.h: SFML-compatible type stubs in sf:: namespace
- SDL2Renderer.h/cpp: OpenGL ES 2 rendering implementation
- EmscriptenStubs.cpp: Stubs for missing POSIX functions (wait3, wait4, wcsftime)

Build system changes:
- Add MCRF_SDL2 compile-time backend selection
- Add Emscripten SDL2 link options (-sUSE_SDL=2, -sFULL_ES2=1)
- Fix LONG_BIT mismatch for Emscripten in pyport.h

Code changes for SDL2/headless compatibility:
- Guard ImGui includes with !MCRF_HEADLESS && !MCRF_SDL2
- Defer GL shader initialization until after context creation

Current status: Python runs in browser, rendering WIP (canvas sizing issues)

Build commands:
  emcmake cmake -DMCRF_SDL2=ON -B build-emscripten
  emmake make -C build-emscripten

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-31 11:13:15 -05:00
8c3128e29c WASM Python integration milestone - game.py runs in browser
Major milestone for issue #158 (Emscripten/WebAssembly build target):
- Python 3.14 successfully initializes and runs in WASM
- mcrfpy module loads and works correctly
- Game scripts execute with full level generation
- Entities (boulders, rats, cyclops, spawn points) placed correctly

Key changes:
- CMakeLists.txt: Add 2MB stack, Emscripten link options, preload files
- platform.h: Add WASM-specific implementations for executable paths
- HeadlessTypes.h: Make Texture/Font/Sound stubs return success
- CommandLineParser.cpp: Guard filesystem operations for WASM
- McRFPy_API.cpp: Add WASM path configuration, debug output
- game.py: Make 'code' module import optional (not available in WASM)
- wasm_stdlib/: Add minimal Python stdlib for WASM (~4MB)

Build with: emmake make (from build-emscripten/)
Test with: node mcrogueface.js

Next steps:
- Integrate VRSFML for actual WebGL rendering
- Create HTML page to host WASM build
- Test in actual browsers

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-31 05:15:11 -05:00
8b6eb1e7ae Extract GameEngine::doFrame() for Emscripten callback support
Refactors the main game loop to support both:
- Desktop: traditional blocking while(running) loop
- Browser: emscripten_set_main_loop_arg() callback (build-time conditional)

Changes:
- Add doFrame() method containing single-frame update logic
- Add isRunning() accessor for Emscripten callback
- run() now conditionally uses #ifdef __EMSCRIPTEN__ for loop selection
- Add emscriptenMainLoopCallback() static function

This is a prerequisite for Emscripten builds - browsers require
cooperative multitasking with callback-based frame updates.

Both normal and headless builds verified working.

Contributes to #158

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-30 23:51:35 -05:00
7621ae35bb Add MCRF_HEADLESS compile-time build option for #158
This commit enables McRogueFace to compile without SFML dependencies
when built with -DMCRF_HEADLESS, a prerequisite for Emscripten/WebAssembly
support.

Changes:
- Add src/platform/HeadlessTypes.h (~900 lines of SFML type stubs)
- Consolidate all SFML includes through src/Common.h (15 files fixed)
- Wrap ImGui-SFML with #ifndef MCRF_HEADLESS guards
- Disable debug console/explorer in headless builds
- Add comprehensive research document: docs/EMSCRIPTEN_RESEARCH.md

The headless build compiles successfully but uses stub implementations
that return failure/no-op. This proves the abstraction boundary is clean
and enables future work on alternative backends (VRSFML, Emscripten).

What still works in headless mode:
- Python interpreter and script execution
- libtcod integrations (pathfinding, FOV, noise, BSP, heightmaps)
- Timer system and scene management
- All game logic and data structures

Build commands:
  Normal:   make
  Headless: cmake .. -DCMAKE_CXX_FLAGS="-DMCRF_HEADLESS" && make

Addresses #158

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-30 23:09:07 -05:00
96c66decba Add grid perspective support to API for FOV-aware entity filtering
When a Grid has a perspective entity set (typically the player), the API
now respects field-of-view by default. Only entities visible to the
perspective entity are returned in /scene responses.

Changes:
- serialize_grid() filters entities using grid.is_in_fov()
- Added ?omniscient=true query param to bypass FOV filtering
- Response includes perspective info with hidden_entities count
- Updated README with perspective documentation

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-29 23:24:53 -05:00
ff46043023 Add Game-to-API Bridge for external client integration
Implements a general-purpose HTTP API that exposes McRogueFace games
to external clients (LLMs, accessibility tools, Twitch integrations,
testing harnesses).

API endpoints:
- GET /scene - Full scene graph with all UI elements
- GET /affordances - Interactive elements with semantic labels
- GET /screenshot - PNG screenshot (binary or base64)
- GET /metadata - Game metadata for LLM context
- GET /wait - Long-poll for state changes
- POST /input - Inject clicks, keys, or affordance clicks

Key features:
- Automatic affordance detection from Frame+Caption+on_click patterns
- Label extraction from caption text with fallback to element.name
- Thread-safe scene access via mcrfpy.lock()
- Fuzzy label matching for click_affordance
- Full input injection via mcrfpy.automation

Usage: from api import start_server; start_server(8765)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-29 23:08:26 -05:00
b47132b052 Add MouseButton.MIDDLE, SCROLL_UP, SCROLL_DOWN support
- Register middle mouse button in PyScene (was missing, events were dropped)
- Add SCROLL_UP (10) and SCROLL_DOWN (11) to MouseButton enum
- Update button string-to-enum conversion in PyCallable and PyScene
- Legacy string comparisons work: MouseButton.SCROLL_UP == "wheel_up"

closes #231, closes #232

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-28 23:22:16 -05:00
2daebc84b5 Simplify on_enter/on_exit callbacks to position-only signature
BREAKING CHANGE: Hover callbacks now take only (pos) instead of (pos, button, action)

- Add PyHoverCallable class for on_enter/on_exit/on_move callbacks (position-only)
- Add PyCellHoverCallable class for on_cell_enter/on_cell_exit callbacks
- Change UIDrawable member types from PyClickCallable to PyHoverCallable
- Update PyScene::do_mouse_hover() to call hover callbacks with only position
- Add tryCallPythonMethod overload for position-only subclass method calls
- Update UIGrid::fireCellEnter/fireCellExit to use position-only signature
- Update all tests for new callback signatures

New callback signatures:
| Callback       | Old                      | New        |
|----------------|--------------------------|------------|
| on_enter       | (pos, button, action)    | (pos)      |
| on_exit        | (pos, button, action)    | (pos)      |
| on_move        | (pos, button, action)    | (pos)      |
| on_cell_enter  | (cell_pos, button, action)| (cell_pos)|
| on_cell_exit   | (cell_pos, button, action)| (cell_pos)|
| on_click       | unchanged                | unchanged  |
| on_cell_click  | unchanged                | unchanged  |

closes #230

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-28 17:36:02 -05:00
e14f3cb9fc Animation callbacks now pass (target, property, value) instead of (None, None)
- Add convertDrawableToPython() and convertEntityToPython() helper functions
- Add animationValueToPython() to convert AnimationValue to Python objects
- Rewrite triggerCallback() to pass meaningful data:
  - target: The animated Frame/Sprite/Grid/Entity/etc.
  - property: String property name like "x", "opacity", "fill_color"
  - final_value: float, int, tuple (for colors/vectors), or string
- Update test_animation_callback_simple.py for new signature

closes #229

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-28 17:35:47 -05:00
214037892e Fix UIGrid RenderTexture sizing - use game resolution instead of hard-coded 1080p
- Add ensureRenderTextureSize() helper that creates/resizes renderTexture to match game resolution
- Add renderTextureSize tracking member to detect when resize is needed
- Call helper in constructor and at start of render() to handle resolution changes
- Clamp maximum size to 4096x4096 (SFML texture limits)
- Only recreate texture when size actually changes (performance optimization)

closes #228

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-28 17:35:34 -05:00
d12bfd224c cell, scene callbacks support for derived classes + enum args 2026-01-27 22:38:37 -05:00
c7cf3f0e5b standardize mouse callback signature on derived classes 2026-01-27 20:42:50 -05:00
86bfebefcb Fix: Derivable drawable types participate in garbage collector cycle detection 2026-01-27 13:21:10 -05:00
16b5508233 Fix borrowed reference return in some callbacks 2026-01-27 10:43:10 -05:00
da434dcc64 Rotation 2026-01-25 23:20:52 -05:00
486087b9cb Shaders 2026-01-25 21:04:01 -05:00
41d551e6e1 Shader POC: Add shader_enabled property to UIFrame (#106)
Proof of concept for shader support on UIFrame:
- Add shader and shader_enabled members to UIFrame
- Add initializeTestShader() with hardcoded wave/glow fragment shader
- Add shader_enabled Python property for toggling
- Apply shader when drawing RenderTexture sprite
- Auto-update time uniform for animated effects

Also fixes position corruption when toggling RenderTexture usage:
- Standard rendering path now uses `position` as source of truth
- Prevents box position from staying at (0,0) after texture render

Test files:
- tests/shader_poc_test.py: Visual test of 6 render variants
- tests/shader_toggle_test.py: Regression test for position bug

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-24 20:28:53 -05:00
475fe94148 Version bump: 0.2.2-prerelease-7drl2026 (9a241c9) -> 0.2.3-prerelease-7drl2026 2026-01-23 22:07:53 -05:00
f30e5bb8a1 libtcod experiments. Following feature branch API 2026-01-23 20:48:46 -05:00
3fea6418ff Fix UIFrame RenderTexture positioning and toggling issues
- Fix #223: Use `position` instead of `box.getPosition()` for render_sprite
  positioning. The box was being set to (0,0) for texture rendering and
  never restored, causing frames to render at wrong positions.

- Fix #224: Add disableRenderTexture() method and call it when toggling
  clip_children or cache_subtree off. This properly cleans up the texture
  and prevents stale rendering.

- Fix #225: Improve dirty propagation in markContentDirty() to propagate
  to parent even when already dirty, if the parent was cleared (rendered)
  since last propagation. Prevents child changes from being invisible.

- Fix #226: Add fallback to standard rendering when RenderTexture can't
  be created (e.g., zero-size frame). Prevents inconsistent state.

Closes #223, closes #224, closes #225, closes #226

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-22 22:54:50 -05:00
c23da11d7d Modernize Crypt of Sokoban demo game and fix timer segfault
Game script updates (src/scripts/):
- Migrate Sound/Music API: createSoundBuffer() -> Sound() objects
- Migrate Scene API: sceneUI("name") -> scene.children
- Migrate Timer API: setTimer/delTimer -> Timer objects with stop()
- Fix callback signatures: (x,y,btn,event) -> (pos,btn,action) with Vector
- Fix grid_size unpacking: now returns Vector, use .x/.y with int()

Segfault fix (src/PyTimer.cpp):
- Remove direct map erase in PyTimer::stop() that caused iterator
  invalidation when timer.stop() was called from within a callback
- Now just marks timer as stopped; testTimers() handles safe removal

The game now starts and runs without crashes.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 23:47:46 -05:00
5e45ab015c Add ImGui Scene Explorer (F4) for runtime object inspection (#136)
New Features:
- Scene Explorer window (F4) displays hierarchical tree of all scenes
- Shows UIDrawable hierarchy with type, name, and visibility status
- Click scene name to switch active scene
- Double-click drawables to toggle visibility
- Displays Python repr() for cached objects, enabling custom class debugging
- Entity display within Grid nodes

Bug Fixes:
- Fix PythonObjectCache re-registration: when retrieving objects from
  collections, newly created Python wrappers are now re-registered in
  the cache. Previously, inline-created objects (e.g.,
  scene.children.append(Frame(...))) would lose their cache entry when
  the temporary Python object was GC'd, causing repeated wrapper
  allocation on each access.
- Fix console focus stealing: removed aggressive focus reclaim that
  caused title bar flashing when clicking in Scene Explorer

Infrastructure:
- Add GameEngine::getSceneNames() to expose scene list for explorer
- Scene Explorer uses same enabled flag as console (ImGuiConsole::isEnabled())

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 23:26:33 -05:00
0207595db0 imgui console: use JetBrains (redistributable font); use font size, not pixel scaling 2026-01-20 21:59:13 -05:00
4ead2f25fe Fix #215: Replace mcrfpy.libtcod with mcrfpy.bresenham()
- Remove mcrfpy.libtcod submodule entirely
- Add mcrfpy.bresenham(start, end, include_start=True, include_end=True)
  - Accepts tuples or Vector objects for positions
  - Returns list of (x, y) tuples along the line
- compute_fov() was redundant with Grid.compute_fov()
- line() functionality now available as top-level bresenham()

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-20 00:10:13 -05:00
257e52327b Fix #219: Add threading support with mcrfpy.lock() context manager
Enables background Python threads to safely modify UI objects by
synchronizing with the render loop at frame boundaries.

Implementation:
- FrameLock class provides mutex/condvar synchronization
- GIL released during window.display() allowing background threads to run
- Safe window opens between frames for synchronized UI updates
- mcrfpy.lock() context manager blocks until safe window, then executes
- Main thread detection: lock() is a no-op when called from callbacks
  or script initialization (already synchronized)

Usage:
    import threading
    import mcrfpy

    def background_worker():
        with mcrfpy.lock():  # Blocks until safe
            player.x = new_x  # Safe to modify UI

    threading.Thread(target=background_worker).start()

The lock works transparently from any context - background threads get
actual synchronization, main thread calls (callbacks, init) get no-op.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 23:37:49 -05:00
14a6520593 Fix #221: Add grid_pos and grid_size properties for Grid children
UIDrawables placed in a Grid's children collection now have:
- grid_pos: Position in tile coordinates (get/set)
- grid_size: Size in tile coordinates (get/set)

Raises RuntimeError if accessed when parent is not a Grid.
UIGrid only gets grid_pos (grid_size conflicts with existing property).

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 22:23:47 -05:00
6c5992f1c1 Fix #222: on_click callbacks now receive enum types instead of strings
- MouseButton enum (LEFT, RIGHT, MIDDLE, X1, X2) instead of "left", "right", etc.
- InputState enum (PRESSED, RELEASED) instead of "start", "end"
- Includes fallback to strings if enum creation fails
- Added proper reference counting for args tuple

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 22:03:06 -05:00
ff8e220ee0 Sync heightmap API with libtcod/libtcod #175 convolution feature branch
Rename TCOD_heightmap_kernel_transform_hm -> TCOD_heightmap_kernel_transform_out

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 21:49:31 -05:00
39a12028a0 using custom libtcod-headless 2.2.2 feature branch: fixes to convolution, gradient method 2026-01-19 14:10:07 -05:00
09fa4f4665 emove register_keyboard(callable) from scene - all callbacks are standard attributes now. on_resize now returns a vector 2026-01-17 23:38:24 -05:00
9a241c99d7 Version bump: 0.2.1-prerelease-7drl2026 (baa7ee3) -> 0.2.2-prerelease-7drl2026 2026-01-17 10:38:26 -05:00
baa7ee354b Add input validation and fix Entity repr
- #212: Add GRID_MAX (8192) validation to Grid, ColorLayer, TileLayer
- #213: Validate color components are in 0-255 range
- #214: Add null pointer checks before HeightMap operations
- #216: Change entities_in_radius(x, y, radius) to (pos, radius)
- #217: Fix Entity __repr__ to show actual draw_pos float values

Closes #212, closes #213, closes #214, closes #216, closes #217

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-16 19:18:27 -05:00
b22dfe9524 Djikstra to Heightmap: convert pathfinding data into a heightmap for use in procedural generation processes 2026-01-13 20:41:23 -05:00
4bf590749c Alignment: reactive or automatically calculated repositioning of UIDrawables on their parent 2026-01-13 20:40:34 -05:00
8628ac164b BSP: add room adjacency graph for corridor generation (closes #210)
New features:
- bsp.adjacency[i] returns tuple of neighbor leaf indices
- bsp.get_leaf(index) returns BSPNode by leaf index (O(1) lookup)
- node.leaf_index returns this leaf's index (0..n-1) or None
- node.adjacent_tiles[j] returns tuple of Vector wall tiles bordering neighbor j

Implementation details:
- Lazy-computed adjacency cache with generation-based invalidation
- O(n²) pairwise adjacency check on first access
- Wall tiles computed per-direction (not symmetric) for correct perspective
- Supports 'in' operator: `5 in leaf.adjacent_tiles`

Code review fixes applied:
- split_once now increments generation to invalidate cache
- Wall tile cache uses (self, neighbor) key, not symmetric
- Added sq_contains for 'in' operator support
- Documented wall tile semantics (tiles on THIS leaf's boundary)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 23:43:57 -05:00
5a86602789 HeightMap - kernel_transform (#198) 2026-01-12 21:42:34 -05:00
2b12d1fc70 Update to combination operations (#194) - allowing targeted, partial regions on source or target 2026-01-12 20:56:39 -05:00
e5d0eb4847 Noise, combination, and sampling: first pass at #207, #208, #194, #209 2026-01-12 19:01:20 -05:00
6caf3dcd05 BSP: add safety features and API improvements (closes #202, #203, #204, #205, #206)
Safety improvements:
- Generation counter detects stale BSPNode references after clear()/split_recursive()
- GRID_MAX validation prevents oversized BSP trees
- Depth parameter capped at 16 to prevent resource exhaustion
- Iterator checks generation to detect invalidation during mutation

API improvements:
- Changed constructor from bounds=((x,y),(w,h)) to pos=(x,y), size=(w,h)
- Added pos and size properties alongside bounds
- BSPNode __eq__ compares underlying pointers for identity
- BSP __iter__ as shorthand for leaves()
- BSP __len__ returns leaf count

Tests:
- Added tests for stale node detection, GRID_MAX validation, depth cap
- Added tests for __len__, __iter__, and BSPNode equality

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 07:59:31 -05:00
8699bba9e6 BSP: add Binary Space Partitioning for procedural dungeon generation
Implements #202, #203, #204, #205; partially implements #206:
- BSP class: core tree structure with bounds, split_once, split_recursive, clear
- BSPNode class: lightweight node reference with bounds, level, is_leaf,
  split_horizontal, split_position; navigation via left/right/parent/sibling;
  contains() and center() methods
- Traversal enum: PRE_ORDER, IN_ORDER, POST_ORDER, LEVEL_ORDER, INVERTED_LEVEL_ORDER
- BSP iteration: leaves() for leaf nodes only, traverse(order) for all nodes
- BSP query: find(pos) returns deepest node containing position
- BSP.to_heightmap(): converts BSP to HeightMap with select, shrink, value options

Note: #206's BSPMap subclass deferred - to_heightmap returns plain HeightMap.
The HeightMap already has all necessary operations (inverse, threshold, etc.)
for procedural generation workflows.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 07:02:54 -05:00
a4b1ab7d68 Grid layers: add HeightMap-based procedural generation methods
TileLayer (closes #200):
- apply_threshold(source, range, tile): Set tile index where heightmap value is in range
- apply_ranges(source, ranges): Apply multiple tile assignments in one pass

ColorLayer (closes #201):
- apply_threshold(source, range, color): Set fixed color where value is in range
- apply_gradient(source, range, color_low, color_high): Interpolate colors based on value
- apply_ranges(source, ranges): Apply multiple color assignments (fixed or gradient)

All methods return self for chaining. HeightMap size must match layer dimensions.
Later ranges override earlier ones if overlapping. Cells not matching any range are unchanged.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 22:35:44 -05:00
b7c5262abf HeightMap: improve dig_hill/dig_bezier API clarity
Rename parameters for clearer semantics:
- dig_hill: depth -> target_height
- dig_bezier: start_depth/end_depth -> start_height/end_height

The libtcod "dig" functions set terrain TO a target height, not
relative to current values. "target_height" makes this clearer.

Also add warnings for likely user errors:
- add_hill/dig_hill/dig_bezier with radius <= 0 (no-op)
- smooth with iterations <= 0 already raises ValueError

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 22:21:58 -05:00
f2711e553f HeightMap: add terrain generation methods (closes #195)
Add seven terrain generation methods wrapping libtcod heightmap functions:
- add_hill(center, radius, height): Add smooth hill
- dig_hill(center, radius, depth): Dig crater (use negative depth)
- add_voronoi(num_points, coefficients, seed): Voronoi-based features
- mid_point_displacement(roughness, seed): Diamond-square terrain
- rain_erosion(drops, erosion, sedimentation, seed): Erosion simulation
- dig_bezier(points, start_radius, end_radius, start_depth, end_depth): Carve paths
- smooth(iterations): Average neighboring cells

All methods return self for chaining. Includes 24 unit tests.

Note: dig_hill and dig_bezier use libtcod's "dig" semantics - use negative
depth values to actually dig below current terrain level.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 22:00:08 -05:00
d92d5f0274 HeightMap: add threshold operations that return new HeightMaps (closes #197)
Add three methods that create NEW HeightMap objects:
- threshold(range): preserve original values where in range, 0.0 elsewhere
- threshold_binary(range, value=1.0): set uniform value where in range
- inverse(): return (1.0 - value) for each cell

These operations are immutable - they preserve the original HeightMap.
Useful for masking operations with Grid.apply_threshold/apply_ranges.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 21:49:28 -05:00
b98b2be012 HeightMap: improve API consistency and add subscript support
Position argument flexibility:
- get(), get_interpolated(), get_slope(), get_normal() now accept:
  - Two separate args: hmap.get(5, 5)
  - Tuple: hmap.get((5, 5))
  - List: hmap.get([5, 5])
  - Vector: hmap.get(mcrfpy.Vector(5, 5))
- Uses PyPositionHelper for standardized parsing

Subscript support:
- Add __getitem__ as shorthand for get(): hmap[5, 5] or hmap[(5, 5)]

Range validation:
- count_in_range() now raises ValueError when min > max
- count_in_range() accepts both tuple and list

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 21:43:44 -05:00
c2877c8053 Replace deprecated PyWeakref_GetObject with PyWeakref_GetRef (closes #191)
PyWeakref_GetObject was deprecated in Python 3.13 and will be removed
in 3.15. The new PyWeakref_GetRef API returns a strong reference directly
and uses integer return codes for error handling.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 20:48:06 -05:00
bf8557798a Grid: add apply_threshold and apply_ranges for HeightMap (closes #199)
Add methods to apply HeightMap data to Grid walkable/transparent properties:
- apply_threshold(source, range, walkable, transparent): Apply properties
  to cells where HeightMap value is in the specified range
- apply_ranges(source, ranges): Apply multiple threshold rules in one pass

Features:
- Size mismatch between HeightMap and Grid raises ValueError
- Both methods return self for chaining
- Uses dynamic type lookup via module for HeightMap type checking
- First matching range wins in apply_ranges
- Cells not matching any range remain unchanged
- TCOD map is synced after changes for FOV/pathfinding

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 20:42:47 -05:00
8d6d564d6b HeightMap: add query methods (closes #196)
Add methods to query HeightMap values and statistics:
- get(pos): Get height value at integer coordinates
- get_interpolated(pos): Get bilinearly interpolated height at float coords
- get_slope(pos): Get slope angle (0 to pi/2) at position
- get_normal(pos, water_level): Get surface normal vector
- min_max(): Get (min, max) tuple of all values
- count_in_range(range): Count cells with values in range

All methods include proper bounds checking and error messages.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 20:42:33 -05:00
87444c2fd0 HeightMap: add GRID_MAX limit and input validation
Fixes potential integer overflow and invalid input issues:

- Add GRID_MAX constant (8192) to Common.h for global use
- Validate HeightMap dimensions against GRID_MAX to prevent
  integer overflow in w*h calculations (65536*65536 = 0)
- Add min > max validation for clamp() and normalize()
- Add unit tests for all new validation cases

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 20:26:04 -05:00