import os
ATTRIBUTE_MAP = {
- '#': {'base': 'cwall',
- 'behaviour': [],
- },
- ' ': {'base': 'floor',
- 'behaviour': ['walk', 'fly'],
- },
+ ' ': {'floor': {'base': 'floor',
+ 'behaviour': ['walk', 'fly'],
+ },
+ },
+ 'o': {'tunnels': {'base': 'underground',
+ 'behaviour': [],
+ }
+ },
+ '-': {'tunnels': {'base': 'tunnel',
+ 'behaviour': ['walk', ],
+ },
+ },
}
"""
return len(self.passages) + len(self.tunnels) > 0
- def add_region(self, coordinates):
+ def add_coords(self, coordinates):
"""
Add a new region into an existing room
:param coordinates: region coordinates to be added to room
target_rooms[index].link_passage(
other_tile[index], this_tile[index])
- def link_passage(self, local_tile, foriegn_tile):
+ def link_passage(self, local_tile, foreign_tile):
""" Link a passage between two rooms
:param local_tile: tile in this room to which we wish to link
- :param foriegn_tile: tile in another room to which we wish to link
+ :param foreign_tile: tile in another room to which we wish to link
:return:
"""
- self.passages.append([local_tile, foriegn_tile])
+ self.passages.append([local_tile, foreign_tile])
- def render_region(self, region, room_dist, region_size, tile_map, x, y):
+ def render_region(self, coords, room_dist, region_size, tile_map, x, y):
""" Check if a region is in this room and return the required tiles
- :param region: Region that we wish to render
+ :param coords: Coordinates of the region that we wish to render
:param room_dist: Tile separation distance from other rooms
:param region_size: Region size in tiles
+ :param tile_map: Tile map to update
+ :param x: X coordinate
+ :param y: Y coordinate
:return:
"""
- if region in self.coordinates:
- print(region)
- print(self.region)
- print(self.coordinates)
- for ht in range(room_dist, region_size - room_dist):
- for wt in range(room_dist, region_size - room_dist):
- tile_map[x + ht][y + wt] = ' '
+ if coords in self.coordinates:
+ x_pre_room_dist = room_dist
+ x_post_room_dist = region_size - room_dist
+ y_pre_room_dist = room_dist
+ y_post_room_dist = region_size - room_dist
+ if [x - 1, y] in self.coordinates:
+ y_pre_room_dist = 0
+ if [x + 1, y] in self.coordinates:
+ y_post_room_dist = region_size
+ if [x, y - 1] in self.coordinates:
+ x_pre_room_dist = 0
+ if [x, y + 1] in self.coordinates:
+ x_post_room_dist = region_size
+
+ for ht in range(y_pre_room_dist, y_post_room_dist):
+ for wt in range(x_pre_room_dist, x_post_room_dist):
+ tile_map[(x * region_size) + ht][(y * region_size) + wt] =\
+ str(self.region)
+ for p in self.passages:
+ print(p)
+ x_regions = p[0][0] - p[1][0]
+ y_regions = p[0][1] - p[1][1]
+ if p[0][0] < p[1][0]:
+ x_direction = -1
+ elif p[0][0] < p[1][0]:
+ x_direction = 0
+ else:
+ x_direction = 1
+ if p[0][1] < p[1][1]:
+ y_direction = -1
+ elif p[0][1] < p[1][1]:
+ y_direction = 0
+ else:
+ y_direction = 1
+ for ht in range(0, region_size, x_direction):
+ tile_map[(p[0][0] * region_size) + int(region_size / 2)]\
+ [(p[0][1] * region_size) + int(region_size / 2) + ht] = 'p'
+ for wt in range(0, y_regions, y_direction):
+ tile_map[(p[0][0] * region_size) + int(region_size / 2) + wt]\
+ [(p[0][1] * region_size) + int(region_size / 2)] = 'p'
- # if w == 0:
- # w_dist = self.dist_from_other_rooms
- # elif self.region_map[h][w-1] == region_selected:
- # w_dist = 0
- # else:
- # w_dist = self.dist_from_other_rooms
- #
- # if w + 1 == self.width:
- # e_dist = self.region_size - self.dist_from_other_rooms
- # elif self.region_map[h][w+1] == region_selected:
- # e_dist = self.region_size
- # else:
- # e_dist = self.region_size - self.dist_from_other_rooms
- #
- # if h == 0:
- # n_dist = self.dist_from_other_rooms
- # elif self.region_map[h-1][w] == region_selected:
- # n_dist = 0
- # else:
- # n_dist = self.dist_from_other_rooms
- #
- # if h + 1 == self.height:
- # s_dist = self.region_size - self.dist_from_other_rooms
- # elif self.region_map[h+1][w] == region_selected:
- # s_dist = self.region_size
- # else:
- # s_dist = self.region_size - self.dist_from_other_rooms
- #
- # for wt in range(w_dist, e_dist):
- # for ht in range(n_dist, s_dist):
- # self.map[h * self.region_size + ht]\
- # [w * self.region_size + wt] = ' '
+
+def random_cardinal():
+ """Return a random cardinal direction for random walks."""
+ return random.choice([(0, 1), (0, -1), (1, 0), (-1, 0)])
class LevelGenerator:
row = ['#' for x in range(self.width * self.region_size)]
self.map = [row[:] for x in range(self.height * self.region_size)]
self.map2 = [row[:] for x in range(self.height * self.region_size)]
- print('Regions: %s' % str(regions_selected))
for region in regions_selected:
self.rooms[region].connect_rooms(
[self.rooms[i] for i in regions_selected])
- self.generate_tiles(region)
region_coordinates_selected = [p for p in self.region_coordinates if
p[0] in regions_selected]
- print('Coords: %s' % str(region_coordinates_selected))
for coord in region_coordinates_selected:
- print(str(coord))
- # self.rooms[coord[0]].render_region(
- # coord[1], self.dist_from_other_rooms, self.region_size,
- # self.map2, coord[1][0] * self.region_size,
- # coord[1][1] * self.region_size)
+ self.rooms[coord[0]].render_region(
+ coord[1], self.dist_from_other_rooms, self.region_size,
+ self.map2, coord[1][0], coord[1][1])
+ # self.generate_underlayer()
def generate_rooms(self):
""" Generate a random level region map
increment_region = True
self.region_map[h][w] = update_value
if increment_region:
- r = Room([h, w], self.regions)
+ r = Room([h, w], update_value)
self.rooms.append(r)
self.region_coordinates.append([update_value, [h, w]])
self.regions += 1
else:
- self.rooms[-1].add_region([h, w])
+ for r in self.rooms:
+ if r.region == update_value:
+ r.add_coords([h, w])
self.region_coordinates.append([update_value, [h, w]])
- def generate_tiles(self, region_selected):
- """
- :param region_selected:
- :return:
- """
- for h in range(self.height):
- for w in range(self.width):
- if self.region_map[h][w] == region_selected:
- if w == 0:
- w_dist = self.dist_from_other_rooms
- elif self.region_map[h][w-1] == region_selected:
- w_dist = 0
- else:
- w_dist = self.dist_from_other_rooms
-
- if w + 1 == self.width:
- e_dist = self.region_size - self.dist_from_other_rooms
- elif self.region_map[h][w+1] == region_selected:
- e_dist = self.region_size
- else:
- e_dist = self.region_size - self.dist_from_other_rooms
-
- if h == 0:
- n_dist = self.dist_from_other_rooms
- elif self.region_map[h-1][w] == region_selected:
- n_dist = 0
- else:
- n_dist = self.dist_from_other_rooms
+ def generate_underlayer(self):
+ """Generate a small mess of tunnels to have something."""
+ width = len(self.map[0])
+ height = len(self.map)
+ row = ['o' for x in range(width)]
+ self.underlayer = [row[:] for x in range(height)]
+ # we create a set of biased random walks to create the tunnel network
+ for walk in range(random.randint(3, 6)):
+ x = width // 2 + random.randint(-8, 8)
+ y = height // 2 + random.randint(-8, 8)
+ dir_x, dir_y = random_cardinal()
+ max_steps = random.randint(40, width * height // 4)
+ for step in range(20, max_steps):
+ if 0 < x < width - 1:
+ if 0 < y < height - 1:
+ self.underlayer[y][x] = '-'
+ if random.random() > 0.7:
+ dir_x, dir_y = random_cardinal()
+ x += dir_x
+ y += dir_y
- if h + 1 == self.height:
- s_dist = self.region_size - self.dist_from_other_rooms
- elif self.region_map[h+1][w] == region_selected:
- s_dist = self.region_size
- else:
- s_dist = self.region_size - self.dist_from_other_rooms
-
- for wt in range(w_dist, e_dist):
- for ht in range(n_dist, s_dist):
- self.map[h * self.region_size + ht]\
- [w * self.region_size + wt] = str(region_selected)
+ def generate_tiles(self, region_selected):
+ """Generate a small mess of tunnels to have something."""
+ width = len(self.map[0])
+ height = len(self.map)
+ row = ['o' for x in range(width)]
+ self.underlayer = [row[:] for x in range(height)]
+ # we create a set of biased random walks to create the tunnel network
+ for walk in range(random.randint(3, 6)):
+ x = width // 2 + random.randint(-8, 8)
+ y = height // 2 + random.randint(-8, 8)
+ dir_x, dir_y = random_cardinal()
+ max_steps = random.randint(40, width * height // 4)
+ for step in range(20, max_steps):
+ if 0 < x < width - 1:
+ if 0 < y < height - 1:
+ self.underlayer[y][x] = '-'
+ if random.random() > 0.7:
+ dir_x, dir_y = random_cardinal()
+ x += dir_x
+ y += dir_y
def display(self):
file = open('map.txt', 'w')
print('-----------------')
- for l in self.map:
- print(''.join(l))
- file.write(''.join(l))
- file.write('\n')
- print('-----------------')
for l in self.map2:
print(''.join(l))
file.write(''.join(l))
file.write('\n')
print('-----------------')
+ try:
+ for l in self.underlayer:
+ print(''.join(l))
+ file.write(''.join(l))
+ file.write('\n')
+ except AttributeError:
+ pass
file.close()
for l in self.region_map:
# self._to_json()
def _to_json(self):
level = {}
+ level['tileset'] = 'bunker'
level['tiles'] = []
- for l in self.map:
+ for l, lu in zip(self.map, self.underlayer):
row = []
- for t in l:
- row.append(ATTRIBUTE_MAP[t])
+ for t1, t2 in zip(l, lu):
+ tile = ATTRIBUTE_MAP[t1].copy()
+ tile.update(ATTRIBUTE_MAP[t2])
+ row.append(tile)
level['tiles'].append(row)
- name = os.path.join(os.path.dirname(__file__), '..', 'levels', 'map.json')
- # FIXME: Do a lot better here
+ # FIXME: Do a lot better here
# Crude hack so the level is written into the levels folder
+ name = os.path.join(os.path.dirname(__file__), '..', 'levels', 'map.json')
f = open(name, 'w')
json.dump(level, f)
f.close()
if __name__ == '__main__':
- while True:
- level = LevelGenerator(width=4, height=3, no_rooms=4,
- dist_from_other_rooms=0, region_size=3)
- level.generate()
- level.display()
- input("Press Enter to continue...")
+ level = LevelGenerator(width=4, height=3, no_rooms=4,
+ dist_from_other_rooms=1, region_size=5)
+ level.generate()
+ level.display()