i = random.randint(0,100)
+class Room:
+ def __init__(self, region):
+ """
+ """
+ self.regions = [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_passage(self, room_region, new_region):
+ """ Add a passage link between rooms
+ :param room_region: coordinate of region from which we are linking
+ :param new_region: coordinate of region to which we are linking
+ :return:
+ """
+ pass
+
+ def add_region(self, region):
+ """
+ Add a new region into an existing room
+ :param region: region coordinates to be added to room
+ :return:
+ """
+ self.regions.append(region)
+
+ 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 local_region in self.regions:
+ for room in other_rooms:
+ if self == room:
+ continue
+ for new_region in room.regions:
+ distance.append(
+ math.sqrt((local_region[0] - new_region[0]) ** 2 +
+ (local_region[1] - new_region[1]) ** 2))
+ other_tile.append(new_region)
+ this_tile.append(local_region)
+ 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, foriegn_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
+ :return:
+ """
+ self.passages.append([local_tile, foriegn_tile])
+
+
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
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, min_room_size, max_room_size,
+ dist_from_edge, dist_from_other_rooms, region_size):
""" Initialize the level parameters
"""
self.width = width
self.height = height
- self.rooms = rooms
+ self.no_rooms = no_rooms
self.min_room_size = min_room_size
self.max_room_size = max_room_size
self.dist_from_edge = dist_from_edge
self.dist_from_other_rooms = dist_from_other_rooms
- self.region_size_in_tiles = region_size_in_tiles
+ self.region_size = region_size
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))
+ 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)]
print('Regions: %s' % str(regions_selected))
for region in regions_selected:
- self.generate_room(region)
+ self.rooms[region].connect_rooms(
+ [self.rooms[i] for i in regions_selected])
+ self.generate_tiles(region)
- 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
+ self.region_map[h][w] = 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
+ self.region_map[h][w] = self.region_map[h][w - 1]
else:
- self.regions[h][w] = self.region
- self.region += 1
+ self.region_map[h][w] = self.regions
+ increment_region = True
elif w == 0:
if random_number > 1:
- self.regions[h][w] = self.regions[h - 1][w]
+ self.region_map[h][w] = self.region_map[h - 1][w]
else:
- self.regions[h][w] = self.region
- self.region += 1
+ self.region_map[h][w] = self.regions
+ increment_region = True
else:
if random_number > 1:
- self.regions[h][w] = self.regions[h - 1][w]
+ self.region_map[h][w] = self.region_map[h - 1][w]
+
elif random_number > 0:
- self.regions[h][w] = self.regions[h][w - 1]
+ self.region_map[h][w] = self.region_map[h][w - 1]
else:
- self.regions[h][w] = self.region
- self.region += 1
+ self.region_map[h][w] = self.regions
+ increment_region = True
+ if increment_region:
+ self.regions += 1
+ r = Room([h, w])
+ self.rooms.append(r)
+ else:
+ self.rooms[-1].add_region([h,w])
- def generate_room(self, region_selected):
+ def generate_tiles(self, region_selected):
"""
+ :param region_selected:
+ :return:
"""
for h in range(self.height):
for w in range(self.width):
- if self.regions[h][w] == region_selected:
+ if self.region_map[h][w] == region_selected:
if w == 0:
w_dist = self.dist_from_other_rooms
- elif self.regions[h][w-1] == region_selected:
+ 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_in_tiles - self.dist_from_other_rooms
- elif self.regions[h][w+1] == region_selected:
- e_dist = self.region_size_in_tiles
+ 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_in_tiles - self.dist_from_other_rooms
+ e_dist = self.region_size - self.dist_from_other_rooms
if h == 0:
n_dist = self.dist_from_other_rooms
- elif self.regions[h-1][w] == region_selected:
+ 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_in_tiles - self.dist_from_other_rooms
- elif self.regions[h+1][w] == region_selected:
- s_dist = self.region_size_in_tiles
+ 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_in_tiles - self.dist_from_other_rooms
+ 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_in_tiles + ht][w * self.region_size_in_tiles + wt] = ' '
+ self.map[h * self.region_size + ht]\
+ [w * self.region_size + wt] = ' '
+
+ def generate_passage_tiles(self):
+ """ Generate the tiles that form the passages between the rooms
+ :return:
+ """
+
+
def display(self):
file = open('map.txt', 'w')
file.write(''.join(l))
file.write('\n')
file.close()
- for l in self.regions:
+ for l in self.region_map:
print(l)
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 = LevelGenerator(width=4, height=3, no_rooms=4,
+ min_room_size=5, max_room_size=20,
+ dist_from_edge=1, dist_from_other_rooms=1,
+ region_size=5)
level.generate()
level.display()
input("Press Enter to continue...")