Implement method add_loops along with tests
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@ -6,7 +6,6 @@ from typing import List, Tuple
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from ..interfaces import Map, Tile
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DEFAULT_PARAMS = {
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"width": 120,
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"height": 35,
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@ -21,8 +20,28 @@ DEFAULT_PARAMS = {
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"max_h_corr": 12,
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"large_circular_room": .10,
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"circular_holes": .5,
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"loop_tries" : 40,
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"loop_max" : 5,
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"loop_threshold" : 15,
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}
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def dist(level, y1, x1, y2, x2):
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copy = [[t for t in l] for l in level]
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dist = -1
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queue, next_queue = [[y1, x1]], [0]
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while next_queue:
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next_queue = []
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dist += 1
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while queue:
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y, x = queue.pop()
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copy[y][x] = Tile.EMPTY
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if y == y2 and x == x2:
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return dist
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for y, x in Map.neighbourhood(copy, y, x):
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if copy[y][x].can_walk():
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next_queue.append([y, x])
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queue = next_queue
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return -1
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class Generator:
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def __init__(self, params: dict = None):
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@ -66,6 +85,39 @@ class Generator:
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if room[ry][rx] == Tile.FLOOR:
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level[y - door_y + ry][x - door_x + rx] = Tile.FLOOR
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@staticmethod
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def add_loop(level: List[List[Tile]], y: int, x: int) -> None:
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h, w = len(level), len(level[0])
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if level[y][x] != Tile.EMPTY:
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return False
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# loop over both axis
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for dx, dy in [[0, 1], [1, 0]]:
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# then we find two floor tiles, exiting if we ever move oob
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y1, x1, y2, x2 = y, x, y, x
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while x1 >= 0 and y1 >= 0 and level[y1][x1] == Tile.EMPTY:
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y1, x1 = y1 - dy, x1 - dx
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while x2 < w and y2 < h and level[y2][x2] == Tile.EMPTY:
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y2, x2 = y2 + dy, x2 + dx
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if not(0 <= x1 <= x2 < w and 0 <= y1 <= y2 < h):
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continue
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# if adding the path would make the two tiles significantly closer
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# and its sides don't touch already placed terrain, build it
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def verify_sides():
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for Dx, Dy in [[dy, dx], [-dy, -dx]]:
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for i in range(1, y2-y1+x2-x1):
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if not(0<= y1+Dy+i*dy < h and 0 <= x1+Dx+i*dx < w) or \
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level[y1+Dy+i*dy][x1+Dx+i*dx].can_walk():
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return False
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return True
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if dist(level, y1, x1, y2, x2) < 20 and verify_sides():
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y, x = y1+dy, x1+dx
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while level[y][x] == Tile.EMPTY:
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level[y][x] = Tile.FLOOR
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y, x = y+dy, x+dx
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return True
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return False
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@staticmethod
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def place_walls(level: List[List[Tile]]) -> None:
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h, w = len(level), len(level[0])
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@ -87,9 +139,29 @@ class Generator:
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return h_sup, w_sup, h_off, w_off
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return 0, 0, 0, 0
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def attach_door(self, room: List[List[Tile]], h_sup: int, w_sup: int,
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h_off: int, w_off: int) \
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-> Tuple[int, int, int, int]:
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@staticmethod
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def build_door(room, y, x, dy, dx, length):
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rh, rw = len(room), len(room[0])
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# verify we are pointing away from a floor tile
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if not(0 <= y - dy < rh and 0 <= x - dx < rw) \
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or room[y - dy][x - dx] != Tile.FLOOR:
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return False
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# verify there's no other floor tile around us
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for ny, nx in [[y + dy, x + dx], [y - dx, x - dy],
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[y + dx, x + dy]]:
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if 0 <= ny < rh and 0 <= nx < rw \
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and room[ny][nx] != Tile.EMPTY:
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return False
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for i in range(length):
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if room[y + i * dy][x + i * dx] != Tile.EMPTY:
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return False
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for i in range(length):
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room[y + i * dy][x + i * dx] = Tile.FLOOR
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return True
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@staticmethod
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def attach_door(room: List[List[Tile]], h_sup: int, w_sup: int,
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h_off: int, w_off: int) -> Tuple[int, int, int, int]:
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length = h_sup + w_sup
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dy, dx = 0, 0
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if length > 0:
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@ -108,25 +180,10 @@ class Generator:
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shuffle(yxs)
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for pos in yxs:
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y, x = pos // rw, pos % rw
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if room[y][x] == Tile.EMPTY:
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# verify we are pointing away from a floor tile
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if not(0 <= y - dy < rh and 0 <= x - dx < rw) \
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or room[y - dy][x - dx] != Tile.FLOOR:
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continue
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# verify there's no other floor tile around us
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for ny, nx in [[y + dy, x + dx], [y - dx, x - dy],
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[y + dx, x + dy]]:
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if 0 <= ny < rh and 0 <= nx < rw \
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and room[ny][nx] != Tile.EMPTY:
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break
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else:
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for i in range(length):
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if room[y + i * dy][x + i * dx] != Tile.EMPTY:
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break
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else:
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for i in range(length):
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room[y + i * dy][x + i * dx] = Tile.FLOOR
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break
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if room[y][x] == Tile.EMPTY and \
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Generator.build_door(room, y, x, dy, dx, length):
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break
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return y + length * dy, x + length * dx, dy, dx
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def create_circular_room(self) -> Tuple[List[List[Tile]], int, int,
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@ -204,6 +261,12 @@ class Generator:
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# post-processing
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self.place_walls(level)
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tries, loops = 0, 0
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while tries < self.params["loop_tries"] and \
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loops < self.params["loop_max"]:
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tries += 1
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y, x = randint(0, height-1), randint(0, width-1)
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loops += self.add_loop(level, y, x)
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# place an exit ladder
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y, x = randint(0, height - 1), randint(0, width - 1)
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@ -7,11 +7,19 @@ from typing import List
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from squirrelbattle.interfaces import Map, Tile
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from squirrelbattle.mapgeneration import broguelike
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from squirrelbattle.display.texturepack import TexturePack
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class TestBroguelike(unittest.TestCase):
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def setUp(self) -> None:
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self.generator = broguelike.Generator()
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self.stom = lambda x : Map.load_from_string("0 0\n" + x)
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self.mtos = lambda x : x.draw_string(TexturePack.ASCII_PACK)
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def test_dist(self):
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m = self.stom(".. ..\n ... ")
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distance = broguelike.dist(m.tiles, 0, 0, 0, 4)
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self.assertEqual(distance, 6)
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def is_connex(self, grid: List[List[Tile]]) -> bool:
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h, w = len(grid), len(grid[0])
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@ -29,3 +37,17 @@ class TestBroguelike(unittest.TestCase):
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def test_connexity(self) -> None:
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m = self.generator.run()
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self.assertTrue(self.is_connex(m.tiles))
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def test_doors(self) -> None:
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# corridors shouldn't loop back into the room
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pass
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def test_loops(self) -> None:
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m = self.stom(3*".. ..\n")
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self.generator.add_loop(m.tiles, 1, 3)
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s = self.mtos(m)
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self.assertEqual(s, ".. ..\n.......\n.. ..")
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self.assertFalse(self.generator.add_loop(m.tiles, 0, 0))
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m = self.stom("...\n. .\n...")
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self.assertFalse(self.generator.add_loop(m.tiles, 1, 1))
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