squirrel-battle/dungeonbattle/mapgeneration/randomwalk.py

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from random import choice, random, randint
from dungeonbattle.interfaces import Map, Tile
class Generator:
def __init__(self, params):
self.params = params
def run(self):
width, height = self.params["width"], self.params["height"]
walkers = [Walker(width//2, height//2)]
grid = [[Tile.WALL] * width] * height
count = 0
while count < self.params["fill"] * width*height:
# because we can't add or remove walkers while looping over the pop
# we need lists to keep track of what will be the walkers for the
# next iteration of the main loop
next_walker_pop = []
for walker in walkers:
if grid[walker.y][walker.x] == Tile.WALL:
count += 1
grid[walker.y][walker.x] = Tile.EMPTY
if random() < self.params["turn_chance"]:
walker.random_turn()
walker.move_in_bounds(width, height)
if random() > self.params["death_chance"]:
next_walker_pop.append(walker)
# we use a second loop for spliting so we're not bothered by cases
# like a walker not spliting because we hit the population cap even
# though the next one would have died and freed a place
# not a big if it happened though
for walker in walkers:
if len(next_walker_pop) < self.params["max_walkers"]:
if random() < self.params["split_chance"]:
next_walker_pop.append(walker.split())
walkers = next_walker_pop
start_x, start_y = randint(0, width), randint(0, height)
while grid[start_y][start_x] != Tile.EMPTY:
start_x, start_y = randint(0, width), randint(0, height)
return Map(width, height, grid, start_x, start_y)