diff --git a/squirrelbattle/mapgeneration/broguelike.py b/squirrelbattle/mapgeneration/broguelike.py index 70247aa..012a577 100644 --- a/squirrelbattle/mapgeneration/broguelike.py +++ b/squirrelbattle/mapgeneration/broguelike.py @@ -21,37 +21,38 @@ DEFAULT_PARAMS = { "large_circular_room": .10, "circular_holes": .5, "loop_tries": 40, - "loop_max": 5, + "loop_max": 8, "loop_threshold": 15, "spawn_per_region": [1, 2], "room_chances" : { - "circular" : 3, - "chunks" : 2, + "circular" : 1, + "chunks" : 1, "rectangle" : 1, }, } -def dist(level, y1, x1, y2, x2): +def test_dist(level, y1, x1, y2, x2, threshold): """ - Compute the minimum walking distance between points (y1, x1) and (y2, x2) on a Tile grid + Returns whether the minimum walking distance between points (y1, x1) and + (y2, x2) on the Tile grid level is greater than threshold """ # simple breadth first search copy = [[t for t in row] for row in level] dist = -1 queue, next_queue = [[y1, x1]], [0] - while next_queue: + while next_queue and dist < threshold: next_queue = [] dist += 1 while queue: y, x = queue.pop() copy[y][x] = Tile.EMPTY if y == y2 and x == x2: - return dist + return False for y, x in Map.neighbourhood(copy, y, x): if copy[y][x].can_walk(): next_queue.append([y, x]) queue = next_queue - return -1 + return True class Generator: @@ -148,7 +149,7 @@ class Generator: return True # if adding the path would make the two tiles significantly closer # and its sides don't touch already placed terrain, build it - if dist(level, y1, x1, y2, x2) < 20 and verify_sides(): + if test_dist(level, y1, x1, y2, x2, 20) and verify_sides(): y, x = y1 + dy, x1 + dx while level[y][x] == Tile.EMPTY: level[y][x] = Tile.FLOOR