Linting
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@ -1,15 +1,22 @@
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# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
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# SPDX-License-Identifier: GPL-3.0-or-later
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from enum import auto, Enum
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from random import choice, random, randint
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from typing import Tuple
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from ..interfaces import Map, Tile
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DEFAULT_PARAMS = {"split_chance" : .15,
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"turn_chance" : .5,
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"death_chance" : .1,
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"max_walkers" : 15,
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"width" : 100,
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"height" : 100,
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"fill" : .4}
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DEFAULT_PARAMS = {
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"split_chance": .15,
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"turn_chance": .5,
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"death_chance": .1,
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"max_walkers": 15,
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"width": 100,
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"height": 100,
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"fill": .4,
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}
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class Directions(Enum):
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@ -20,16 +27,15 @@ class Directions(Enum):
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class Walker:
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def __init__(self, x, y):
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def __init__(self, x: int, y: int):
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self.x = x
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self.y = y
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self.dir = choice(list(Directions))
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def random_turn(self):
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def random_turn(self) -> None:
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self.dir = choice(list(Directions))
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def next_pos(self):
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def next_pos(self) -> Tuple[int, int]:
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if self.dir == Directions.up:
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return self.x, self.y + 1
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elif self.dir == Directions.down:
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@ -39,28 +45,29 @@ class Walker:
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elif self.dir == Directions.left:
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return self.x - 1, self.y
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def move_in_bounds(self, width, height):
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def move_in_bounds(self, width: int, height: int) -> None:
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nx, ny = self.next_pos()
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if 0 < nx < width and 0 < ny < height:
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self.x, self.y = nx, ny
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def split(self):
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def split(self) -> "Walker":
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child = Walker(self.x, self.y)
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child.dir = self.dir
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return child
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class Generator:
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def __init__(self, params = DEFAULT_PARAMS):
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def __init__(self, params: dict = None):
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if params is None:
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params = DEFAULT_PARAMS
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self.params = params
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def run(self):
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def run(self) -> Map:
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width, height = self.params["width"], self.params["height"]
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walkers = [Walker(width//2, height//2)]
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walkers = [Walker(width // 2, height // 2)]
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grid = [[Tile.EMPTY for _ in range(width)] for _ in range(height)]
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count = 0
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while count < self.params["fill"] * width*height:
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while count < self.params["fill"] * width * height:
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# because we can't add or remove walkers while looping over the pop
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# we need lists to keep track of what will be the walkers for the
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# next iteration of the main loop
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@ -77,10 +84,10 @@ class Generator:
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next_walker_pop.append(walker)
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# we make sure to never kill all walkers
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if next_walker_pop == []:
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if not next_walker_pop:
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next_walker_pop.append(choice(walkers))
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# we use a second loop for spliting so we're not bothered by cases
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# we use a second loop for spliting so we're not bothered by cases
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# like a walker not spliting because we hit the population cap even
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# though the next one would have died and freed a place
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# not a big if it happened though
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@ -90,9 +97,8 @@ class Generator:
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next_walker_pop.append(walker.split())
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walkers = next_walker_pop
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start_x, start_y = randint(0, width-1), randint(0, height-1)
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start_x, start_y = randint(0, width - 1), randint(0, height - 1)
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while grid[start_y][start_x] != Tile.FLOOR:
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start_x, start_y = randint(0, width-1), randint(0, height-1)
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start_x, start_y = randint(0, width - 1), randint(0, height - 1)
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return Map(width, height, grid, start_x, start_y)
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