Linting
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@ -26,9 +26,11 @@ DEFAULT_PARAMS = {
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"spawn_per_region": [1, 2],
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}
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def dist(level, y1, x1, y2, x2):
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def dist(level: List[List[Tile]], y1: int, x1: int, y2: int, x2: int) -> int:
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"""
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Compute the minimum walking distance between points (y1, x1) and (y2, x2) on a Tile grid
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Compute the minimum walking distance between points (y1, x1) and (y2, x2)
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on a Tile grid
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"""
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# simple breadth first search
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copy = [[t for t in row] for row in level]
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@ -60,9 +62,9 @@ class Generator:
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room: List[List[Tile]], door_y: int, door_x: int,
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dy: int, dx: int) -> bool:
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"""
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Using point (door_y, door_x) in the room as a reference and placing it
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Using point (door_y, door_x) in the room as a reference and placing it
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over point (y, x) in the level, returns whether or not the room fits
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here
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here
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"""
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lh, lw = len(level), len(level[0])
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rh, rw = len(room), len(room[0])
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@ -93,7 +95,7 @@ class Generator:
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def place_room(level: List[List[Tile]], y: int, x: int,
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room: List[List[Tile]], door_y: int, door_x: int) -> None:
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"""
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Mutates level in place to add the room. Placement is determined by
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Mutates level in place to add the room. Placement is determined by
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making (door_y, door_x) in the room correspond with (y, x) in the level
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"""
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rh, rw = len(room), len(room[0])
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@ -106,11 +108,11 @@ class Generator:
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@staticmethod
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def add_loop(level: List[List[Tile]], y: int, x: int) -> bool:
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"""
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Try to add a corridor between two far apart floor tiles, passing
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Try to add a corridor between two far apart floor tiles, passing
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through point (y, x).
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"""
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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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@ -128,8 +130,8 @@ class Generator:
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continue
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def verify_sides() -> bool:
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# switching up dy and dx here pivots the axis, so
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# (y+dx, x+dy) and (y-dx, x-dy) are the tiles adjacent to
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# switching up dy and dx here pivots the axis, so
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# (y+dx, x+dy) and (y-dx, x-dy) are the tiles adjacent to
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# (y, x), but not on the original axis
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for delta_x, delta_y in [[dy, dx], [-dy, -dx]]:
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for i in range(1, y2 - y1 + x2 - x1):
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@ -194,8 +196,8 @@ class Generator:
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dy: int, dx: int, length: int) -> bool:
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"""
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Tries to build the exit from the room at given coordinates
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Depending on parameter length, it will either attempt to build a
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simple door, or a long corridor. Return value is a boolean
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Depending on parameter length, it will either attempt to build a
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simple door, or a long corridor. Return value is a boolean
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signifying whether or not the exit was successfully built
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"""
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rh, rw = len(room), len(room[0])
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@ -247,15 +249,15 @@ 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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else: # pragma: no cover
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return None, None, None, None
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return y + length * dy, x + length * dx, dy, dx
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def create_circular_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 circular in shape, and
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Create and return as a tile grid a room that is circular in shape, and
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may have a center, also circular hole
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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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@ -298,7 +300,7 @@ class Generator:
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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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Randomly select a room shape and return one such room along with its
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Randomly select a room shape and return one such room along with its
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door info. Set spawnable to False is the room should be marked as a
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potential spawning region on the map
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"""
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@ -319,12 +321,12 @@ class Generator:
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def update_spawnable(self, y: int, x: int) -> None:
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"""
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Convert previous spawn positions relative to the room grid to actual
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actual spawn positions on the level grid, using the position of the
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top left corner of the room on the level, then log them as a
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actual spawn positions on the level grid, using the position of the
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top left corner of the room on the level, then log them as a
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spawnable region
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"""
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if self.queued_area != None:
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translated_area = [[y+ry, x+rx] for ry, rx in self.queued_area]
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if self.queued_area is not None:
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translated_area = [[y + ry, x + rx] for ry, rx in self.queued_area]
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self.spawn_areas.append(translated_area)
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self.queued_area = None
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@ -333,11 +335,6 @@ class Generator:
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Populate every spawnable area with some randomly chosen, randomly
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placed entity
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"""
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if self.queued_area is not None:
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translated_area = [[y + ry, x + rx] for ry, rx in self.queued_area]
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self.spawn_areas.append(translated_area)
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self.queued_area = None
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min_c, max_c = self.params["spawn_per_region"]
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for region in self.spawn_areas:
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entity_count = randint(min_c, max_c)
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