1 """ Procedural map generation for levels """
8 i = random.randint(0,100)
12 '#': {'floor': {'base': 'cwall',
16 ' ': {'floor': {'base': 'floor',
17 'behaviour': ['walk', 'fly'],
20 'o': {'tunnels': {'base': 'cwall',
24 '-': {'tunnels': {'base': 'floor',
25 'behaviour': ['walk',],
39 dist_from_other_rooms = 0
42 region_size_in_tiles = 0
44 def __init__(self, width, height, rooms, min_room_size, max_room_size, dist_from_edge,
45 dist_from_other_rooms, region_size_in_tiles):
46 """ Initialize the level parameters
51 self.min_room_size = min_room_size
52 self.max_room_size = max_room_size
53 self.dist_from_edge = dist_from_edge
54 self.dist_from_other_rooms = dist_from_other_rooms
55 self.region_size_in_tiles = region_size_in_tiles
58 """ Generate a random level map
60 self.generate_regions()
61 row = ['#' for x in range(self.width * self.region_size_in_tiles)]
62 self.map = [row[:] for x in range(self.height * self.region_size_in_tiles)]
63 regions_selected = random.sample(range(self.region), min(self.region, self.rooms))
64 print('Regions: %s' % str(regions_selected))
65 for region in regions_selected:
66 self.generate_room(region)
67 self.generate_underlayer()
69 def generate_regions(self):
70 """ Generate a random level region map
72 row = ['#' for x in range(self.width)]
73 self.regions = [row[:] for x in range(self.height)]
74 for h in range(self.height):
75 for w in range(self.width):
76 random_number = random.randint(0, 2)
78 self.regions[h][w] = self.region
83 self.regions[h][w] = self.regions[h][w - 1]
88 self.regions[h][w] = self.region
92 self.regions[h][w] = self.regions[h - 1][w]
94 self.regions[h][w] = self.region
98 self.regions[h][w] = self.regions[h - 1][w]
99 elif random_number > 0:
100 self.regions[h][w] = self.regions[h][w - 1]
102 self.regions[h][w] = self.region
105 def generate_underlayer(self):
106 """Generate a small mess of tunnels to have something."""
107 width = len(self.map[0])
108 height = len(self.map)
109 row = ['o' for x in range(width)]
110 self.underlayer = [row[:] for x in range(height)]
111 # we create a set of biased random walks to create the tunnel network
112 for walk in range(random.randint(3, 6)):
113 x = width // 2 + random.randint(-8, 8)
114 y = height // 2 + random.randint(-8, 8)
115 dir_x = random.randint(-1, 1)
116 dir_y = random.randint(-1, 1)
117 max_steps = random.randint(40, width * height // 4)
118 for step in range(20, max_steps):
119 if 0 < x < width - 1:
120 if 0 < y < height - 1:
121 self.underlayer[y][x] = '-'
122 if random.random() > 0.7:
123 dir_x = random.randint(-1, 1)
124 dir_y = random.randint(-1, 1)
128 def generate_room(self, region_selected):
131 for h in range(self.height):
132 for w in range(self.width):
133 if self.regions[h][w] == region_selected:
135 w_dist = self.dist_from_other_rooms
136 elif self.regions[h][w-1] == region_selected:
139 w_dist = self.dist_from_other_rooms
141 if w + 1 == self.width:
142 e_dist = self.region_size_in_tiles - self.dist_from_other_rooms
143 elif self.regions[h][w+1] == region_selected:
144 e_dist = self.region_size_in_tiles
146 e_dist = self.region_size_in_tiles - self.dist_from_other_rooms
149 n_dist = self.dist_from_other_rooms
150 elif self.regions[h-1][w] == region_selected:
153 n_dist = self.dist_from_other_rooms
155 if h + 1 == self.height:
156 s_dist = self.region_size_in_tiles - self.dist_from_other_rooms
157 elif self.regions[h+1][w] == region_selected:
158 s_dist = self.region_size_in_tiles
160 s_dist = self.region_size_in_tiles - self.dist_from_other_rooms
162 for wt in range(w_dist, e_dist):
163 for ht in range(n_dist, s_dist):
164 self.map[h * self.region_size_in_tiles + ht][w * self.region_size_in_tiles + wt] = ' '
167 file = open('map.txt', 'w')
170 file.write(''.join(l))
173 for l in self.underlayer:
175 file.write(''.join(l))
179 for l in self.regions:
184 level['tileset'] = 'dungeon'
186 for l, lu in zip(self.map, self.underlayer):
188 for t1, t2 in zip(l, lu):
189 tile = ATTRIBUTE_MAP[t1].copy()
190 tile.update(ATTRIBUTE_MAP[t2])
192 level['tiles'].append(row)
193 # FIXME: Do a lot better here
194 # Crude hack so the level is written into the levels folder
195 name = os.path.join(os.path.dirname(__file__), '..', 'levels', 'map.json')
201 if __name__ == '__main__':
203 level = LevelGenerator(width=8, height=5, rooms=12, min_room_size=5, max_room_size=20,
204 dist_from_edge=2, dist_from_other_rooms=1, region_size_in_tiles=6)
207 input("Press Enter to continue...")