Add new room type : rectangular rooms
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@ -25,8 +25,9 @@ DEFAULT_PARAMS = {
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"loop_threshold": 15,
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"spawn_per_region": [1, 2],
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"room_chances" : {
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"circular" : 5,
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"chunks" : 1,
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"circular" : 3,
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"chunks" : 2,
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"rectangle" : 1,
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},
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}
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@ -216,7 +217,8 @@ class Generator:
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return False
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# see if the path ahead is clear. needed in the case of non convex room
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for i in range(length + 1):
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if room[y + i * dy][x + i * dx] != Tile.EMPTY:
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if not(0 <= y + i * dy < rh and 0 <= x + i * dx < rw) \
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or 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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@ -252,17 +254,15 @@ class Generator:
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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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else:
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return None, None
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return y + length * dy, x + length * dx, dy, dx
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def create_chunk_room(self, spawnable: bool = True) \
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-> Tuple[List[List[Tile]], int, int, int, int]:
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"""
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Create and return as a tile grid a room that is composed of multiple
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create and return as a tile grid a room that is composed of multiple
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overlapping circles of the same radius
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Also return door info so we know how to place the room in the level
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also return door info so we know how to place the room in the level
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"""
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height, width = 15, 15
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nb_chunks, r = 6, 3
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@ -341,6 +341,42 @@ class Generator:
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return room, door_y, door_x, dy, dx
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def create_rectangle_room(self, spawnable: bool = True) \
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-> Tuple[List[List[Tile]], int, int, int, int]:
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"""
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create and return as a tile grid a rectangular room
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also return door info so we know how to place the room in the level
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"""
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shrt, lng = randint(3, 6), randint(6, 12)
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if random() < .5:
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height, width = shrt, lng
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else:
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height, width = lng, shrt
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room = []
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h_sup, w_sup, h_off, w_off = self.corr_meta_info()
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min_w, max_w = w_off + 1, width + w_off
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min_h, max_h = h_off + 1, height + h_off
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for i in range(height + h_sup + 2):
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room.append([])
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for j in range(width + w_sup + 2):
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if min_h <= i <= max_h and min_w <= j <= max_w:
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room[-1].append(Tile.FLOOR)
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else:
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room[-1].append(Tile.EMPTY)
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# log all placed tiles as spawn positions
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if spawnable:
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self.register_spawn_area(room)
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# attach exit
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door_y, door_x, dy, dx = self.attach_door(room, h_sup, w_sup,
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h_off, w_off)
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return room, door_y, door_x, dy, dx
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def create_random_room(self, spawnable: bool = True) \
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-> Tuple[List[list], int, int, int, int]:
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"""
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@ -361,6 +397,8 @@ class Generator:
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return self.create_circular_room(spawnable = spawnable)
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elif key == "chunks":
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return self.create_chunk_room(spawnable = spawnable)
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elif key == "rectangle":
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return self.create_rectangle_room(spawnable = spawnable)
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def register_spawn_area(self, area: List[List[Tile]]) -> None:
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"""
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