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