X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fgenerators%2Fmaps.py;h=164d27fb90bcbae767aa576996368f85884c80da;hb=bbb8912588e99e4e7131cc733427563e2c41b95f;hp=ac3ec8cbd046a864044beec9e3aceb8873838326;hpb=373de1abe4738b8fc2a3c12fb686fd6f2b1a87b0;p=koperkapel.git diff --git a/koperkapel/generators/maps.py b/koperkapel/generators/maps.py index ac3ec8c..164d27f 100644 --- a/koperkapel/generators/maps.py +++ b/koperkapel/generators/maps.py @@ -5,29 +5,138 @@ import math import json import os -i = random.randint(0,100) - - ATTRIBUTE_MAP = { - '#': {'floor': {'base': 'cwall', - 'behaviour': [], - }, - }, ' ': {'floor': {'base': 'floor', - 'behaviour': ['walk', 'fly'], - }, - }, - 'o': {'tunnels': {'base': 'cwall', + 'behaviour': ['walk', 'fly'], + }, + }, + 'o': {'tunnels': {'base': 'underground', 'behaviour': [], - } - }, - '-': {'tunnels': {'base': 'floor', - 'behaviour': ['walk',], - }, - }, + } + }, + '-': {'tunnels': {'base': 'tunnel', + 'behaviour': ['walk', ], + }, + }, } +class Room: + def __init__(self, coordinates, region): + """ + """ + self.coordinates = [coordinates] + self.region = region + self.max_connections = 1 + self.passages = [] + self.tunnels = [] + + def is_linked(self): + """ + Check if the room is linked to another room + :return: Whether the room has any links or not + """ + return len(self.passages) + len(self.tunnels) > 0 + + def add_coords(self, coordinates): + """ + Add a new region into an existing room + :param coordinates: region coordinates to be added to room + :return: + """ + self.coordinates.append(coordinates) + + def connect_rooms(self, other_rooms): + """ Find the nearest rooms to this room + :param other_rooms: list of Rooms objects that we are searching + :return: + """ + distance = [] + other_tile = [] + this_tile = [] + target_rooms = [] + for coord in self.coordinates: + for room in other_rooms: + if self == room: + continue + for new_coord in room.coordinates: + distance.append( + math.sqrt((coord[0] - new_coord[0]) ** 2 + + (coord[1] - new_coord[1]) ** 2)) + other_tile.append(new_coord) + this_tile.append(coord) + target_rooms.append(room) + + sorted_indices = [i[0] for i in sorted(enumerate(distance), + key=lambda x:x[0])] + for index in sorted_indices: + if len(self.passages) + len(self.tunnels) >= self.max_connections: + break + if not target_rooms[index].is_linked(): + self.link_passage(this_tile[index], other_tile[index]) + target_rooms[index].link_passage( + other_tile[index], this_tile[index]) + + 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 foreign_tile: tile in another room to which we wish to link + :return: + """ + self.passages.append([local_tile, foreign_tile]) + + 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 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 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' + + def random_cardinal(): """Return a random cardinal direction for random walks.""" return random.choice([(0, 1), (0, -1), (1, 0), (-1, 0)]) @@ -36,76 +145,89 @@ def random_cardinal(): class LevelGenerator: width = 0 height = 0 - rooms = 0 + no_rooms = 0 + rooms = [] map = None - min_room_size = 0 - max_room_size = 0 - dist_from_edge = 0 + map2 = None dist_from_other_rooms = 0 - regions = None - region = 0 - region_size_in_tiles = 0 + region_map = None + regions = 0 + region_size = 0 - def __init__(self, width, height, rooms, min_room_size, max_room_size, dist_from_edge, - dist_from_other_rooms, region_size_in_tiles): + def __init__(self, width, height, no_rooms, dist_from_other_rooms, + region_size): """ Initialize the level parameters """ self.width = width self.height = height - self.rooms = rooms - self.min_room_size = min_room_size - self.max_room_size = max_room_size - self.dist_from_edge = dist_from_edge + self.no_rooms = no_rooms self.dist_from_other_rooms = dist_from_other_rooms - self.region_size_in_tiles = region_size_in_tiles + self.region_size = region_size + self.region_coordinates = [] def generate(self): """ Generate a random level map """ - self.generate_regions() - row = ['#' for x in range(self.width * self.region_size_in_tiles)] - self.map = [row[:] for x in range(self.height * self.region_size_in_tiles)] - regions_selected = random.sample(range(self.region), min(self.region, self.rooms)) - print('Regions: %s' % str(regions_selected)) + self.generate_rooms() + regions_selected = random.sample(range(self.regions), + min(self.regions, self.no_rooms)) + 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)] for region in regions_selected: - self.generate_room(region) - self.generate_underlayer() + self.rooms[region].connect_rooms( + [self.rooms[i] for i in regions_selected]) + region_coordinates_selected = [p for p in self.region_coordinates if + p[0] in regions_selected] + for coord in region_coordinates_selected: + 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_regions(self): + def generate_rooms(self): """ Generate a random level region map """ - row = ['#' for x in range(self.width)] - self.regions = [row[:] for x in range(self.height)] + row = [0 for x in range(self.width)] + self.region_map = [row[:] for x in range(self.height)] for h in range(self.height): for w in range(self.width): random_number = random.randint(0, 2) + increment_region = False if w == h == 0: - self.regions[h][w] = self.region - self.region += 1 + update_value = self.regions + increment_region = True elif h == 0: if random_number > 1: - try: - self.regions[h][w] = self.regions[h][w - 1] - except: - print(h, w) - raise + update_value = self.region_map[h][w - 1] else: - self.regions[h][w] = self.region - self.region += 1 + update_value = self.regions + increment_region = True elif w == 0: if random_number > 1: - self.regions[h][w] = self.regions[h - 1][w] + update_value = self.region_map[h - 1][w] else: - self.regions[h][w] = self.region - self.region += 1 + update_value = self.regions + increment_region = True else: if random_number > 1: - self.regions[h][w] = self.regions[h - 1][w] + update_value = self.region_map[h - 1][w] elif random_number > 0: - self.regions[h][w] = self.regions[h][w - 1] + update_value = self.region_map[h][w - 1] else: - self.regions[h][w] = self.region - self.region += 1 + update_value = self.regions + increment_region = True + self.region_map[h][w] = update_value + if increment_region: + r = Room([h, w], update_value) + self.rooms.append(r) + self.region_coordinates.append([update_value, [h, w]]) + self.regions += 1 + else: + 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_underlayer(self): """Generate a small mess of tunnels to have something.""" @@ -128,58 +250,45 @@ class LevelGenerator: x += dir_x y += dir_y - def generate_room(self, region_selected): - """ - """ - for h in range(self.height): - for w in range(self.width): - if self.regions[h][w] == region_selected: - if w == 0: - w_dist = self.dist_from_other_rooms - elif self.regions[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_in_tiles - self.dist_from_other_rooms - elif self.regions[h][w+1] == region_selected: - e_dist = self.region_size_in_tiles - else: - e_dist = self.region_size_in_tiles - self.dist_from_other_rooms - - if h == 0: - n_dist = self.dist_from_other_rooms - elif self.regions[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_in_tiles - self.dist_from_other_rooms - elif self.regions[h+1][w] == region_selected: - s_dist = self.region_size_in_tiles - else: - s_dist = self.region_size_in_tiles - 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_in_tiles + ht][w * self.region_size_in_tiles + wt] = ' ' + 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') - for l in self.map: - print(''.join(l)) - file.write(''.join(l)) - file.write('\n') - print('') - for l in self.underlayer: + 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() - self._to_json() - for l in self.regions: + for l in self.region_map: + # self._to_json() print(l) def _to_json(self): @@ -202,9 +311,7 @@ class LevelGenerator: if __name__ == '__main__': - while True: - level = LevelGenerator(width=8, height=5, rooms=12, min_room_size=5, max_room_size=20, - dist_from_edge=2, dist_from_other_rooms=1, region_size_in_tiles=6) - 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()