Hack in underlay generation
[koperkapel.git] / koperkapel / generators / maps.py
index 6f62b0b5fd05e9b99993b93d02667e9fdab6370c..dc36956ef08ef95e8a5d8335ef2f63e3f6ab1af0 100644 (file)
@@ -2,10 +2,32 @@
 
 import random
 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': [],
+                     }
+         },
+    '-': {'tunnels': {'base': 'floor',
+                      'behaviour': ['walk',],
+                   },
+         },
+}
+
+
 class LevelGenerator:
     width = 0
     height = 0
@@ -42,6 +64,7 @@ class LevelGenerator:
         print('Regions: %s' % str(regions_selected))
         for region in regions_selected:
             self.generate_room(region)
+        self.generate_underlayer()
 
     def generate_regions(self):
         """ Generate a random level region map
@@ -79,6 +102,29 @@ class LevelGenerator:
                         self.regions[h][w] = self.region
                         self.region += 1
 
+    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 = random.randint(-1, 1)
+            dir_y = random.randint(-1, 1)
+            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 = random.randint(-1, 1)
+                   dir_y = random.randint(-1, 1)
+                x += dir_x
+                y += dir_y
+
     def generate_room(self, region_selected):
         """
         """
@@ -123,10 +169,34 @@ class LevelGenerator:
             print(''.join(l))
             file.write(''.join(l))
             file.write('\n')
+        print('')
+        for l in self.underlayer:
+            print(''.join(l))
+            file.write(''.join(l))
+            file.write('\n')
         file.close()
+        self._to_json()
         for l in self.regions:
             print(l)
 
+    def _to_json(self):
+        level = {}
+        level['tileset'] = 'dungeon'
+        level['tiles'] = []
+        for l, lu in zip(self.map, self.underlayer):
+            row = []
+            for t1, t2 in zip(l, lu):
+                tile = ATTRIBUTE_MAP[t1].copy()
+                tile.update(ATTRIBUTE_MAP[t2])
+                row.append(tile)
+            level['tiles'].append(row)
+        # 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: