X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fgenerators%2Fmaps.py;h=164d27fb90bcbae767aa576996368f85884c80da;hb=bbb8912588e99e4e7131cc733427563e2c41b95f;hp=bbb6d1384b8e59c4ee35c7b4a48576c58e2f3f38;hpb=5eff27821055030dc80ea836bb386c0682e719c9;p=koperkapel.git diff --git a/koperkapel/generators/maps.py b/koperkapel/generators/maps.py index bbb6d13..164d27f 100644 --- a/koperkapel/generators/maps.py +++ b/koperkapel/generators/maps.py @@ -6,12 +6,18 @@ import json 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', ], + }, + }, } @@ -32,7 +38,7 @@ class Room: """ 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 @@ -71,61 +77,69 @@ class 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: @@ -160,20 +174,16 @@ 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 @@ -209,68 +219,73 @@ class LevelGenerator: 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() @@ -278,24 +293,25 @@ class LevelGenerator: 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()