Room now can now generate with a corridor; implemenent door placement finding
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9fb366aaab
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@ -2,7 +2,7 @@
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# SPDX-License-Identifier: GPL-3.0-or-later
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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 enum import auto, Enum
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from random import choice, random, randint
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from random import choice, random, randint, shuffle
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from ..interfaces import Map, Tile
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from ..interfaces import Map, Tile
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@ -12,12 +12,13 @@ DEFAULT_PARAMS = {
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"height" : 40,
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"height" : 40,
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"tries" : 600,
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"tries" : 600,
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"max_rooms" : 99,
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"max_rooms" : 99,
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"max_room_tries" : 15,
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"cross_room" : 1,
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"cross_room" : 1,
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"corridor" : .8,
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"corridor_chance" : .8,
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"min_v_corridor" :
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"min_v_corr" : 2,
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"max_v_corridor" :
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"max_v_corr" : 6,
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"min_h_corridor" :
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"min_h_corr" : 4,
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"max_h_corridor" :
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"max_h_corr" : 12,
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"large_circular_room" : .10,
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"large_circular_room" : .10,
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"circular_holes" : .5,
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"circular_holes" : .5,
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}
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}
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@ -27,6 +28,49 @@ class Generator:
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def __init__(self, params: dict = DEFAULT_PARAMS):
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def __init__(self, params: dict = DEFAULT_PARAMS):
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self.params = params
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self.params = params
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def corr_meta_info(self):
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if random() < self.params["corridor_chance"]:
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h_sup = randint(self.params["min_h_corr"], \
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self.params["max_h_corr"]) if random() < .5 else 0
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w_sup = 0 if h_sup else randint(self.params["min_w_corr"], \
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self.params["max_w_coor"])
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h_off = h_sup if random() < .5 else 0
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w_off = w_sup if random() < .5 else 0
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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, h_sup, w_sup, h_off, w_off):
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l = h_sup + w_sup
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dy, dx = 0, 0
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if l > 0:
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if h_sup:
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dy = -1 if h_off else 1
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else:
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dx = -1 if w_off else 1
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else:
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if random() < .5:
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dy = -1 if random() < .5 else 1
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else:
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dx = -1 if random() < .5 else 1
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yxs = [i for i in range(len(room) * len(room[0]))]
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shuffle(xys)
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for POS in yxs:
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y, x = POS // len(room), POS % len(room)
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if room[y][x] == Tile.EMPTY:
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if room[y-dy][x-dx] == Tile.FLOOR:
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build_here = True
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for i in range(l):
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if room[y+i*dy][x+i*dx] != Tile.EMPTY:
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build_here = False
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break
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if build_here:
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for i in range(l):
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room[y+i*dy][x+i*dx] == Tile.FLOOR
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break
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return y+l*dy, x+l*dx
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def create_circular_room(self):
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def create_circular_room(self):
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if random() < self.params["large_circular_room"]:
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if random() < self.params["large_circular_room"]:
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r = randint(5, 10)**2
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r = randint(5, 10)**2
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@ -34,18 +78,25 @@ class Generator:
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r = randint(2, 4)**2
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r = randint(2, 4)**2
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room = []
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room = []
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height = 2*r+2+self.params["max_h_corridor"]
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width = 2*r+2+self.params["max_v_corridor"]
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h_sup, w_sup, h_off, w_off = self.corr_meta_info()
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height = 2*r+2
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width = 2*r+2
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make_hole = random() < self.params["circular_holes"]
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make_hole = random() < self.params["circular_holes"]
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if make_hole:
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if make_hole:
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r2 = randint(3, r-3)
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r2 = randint(3, r-3)
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for i in range(height):
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for i in range(height+h_sup):
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room.append([])
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room.append([])
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d = (i-height//2)**2
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d = (i-h_off-height//2)**2
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for j in range(width):
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for j in range(width+w_sup):
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if d + (j-width//2)**2 < r**2 and \
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if d + (j-w_off-width//2)**2 < r**2 and \
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(not(make_hole) or d + (j-width//2)**2 >= r2**2):
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(not(make_hole) or d + (j-w_off-width//2)**2 >= r2**2):
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room[-1].append(Tile.FLOOR)
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room[-1].append(Tile.FLOOR)
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else:
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else:
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room[-1].append(Tile.EMPTY)
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room[-1].append(Tile.EMPTY)
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return room
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door_y, door_x = self.attach_doors(room, h_sup, w_sup, h_off, w_off)
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return room, doory, doorx
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