Added base files for map generation and main loop for random walk generation
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dungeonbattle/mapgeneration/__init__.py
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dungeonbattle/mapgeneration/__init__.py
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dungeonbattle/mapgeneration/randomwalk.py
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dungeonbattle/mapgeneration/randomwalk.py
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from random import choice, random, randint
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from dungeonbattle.interfaces import Map, Tile
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class Generator:
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def __init__(self, params):
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self.params = params
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def run(self):
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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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grid = [[Tile.WALL] * width] * height
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count = 0
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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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next_walker_pop = []
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for walker in walkers:
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if grid[walker.y][walker.x] == Tile.WALL:
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count += 1
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grid[walker.y][walker.x] = Tile.EMPTY
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if random() < self.params["turn_chance"]:
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walker.random_turn()
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walker.move_in_bounds(width, height)
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if random() > self.params["death_chance"]:
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next_walker_pop.append(walker)
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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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for walker in walkers:
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if len(next_walker_pop) < self.params["max_walkers"]:
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if random() < self.params["split_chance"]:
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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), randint(0, height)
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while grid[start_y][start_x] != Tile.EMPTY:
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start_x, start_y = randint(0, width), randint(0, height)
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return Map(width, height, grid, start_x, start_y)
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