Add new room type : chunk rooms

This commit is contained in:
Charles Peyrat 2021-01-10 23:38:29 +01:00 committed by Yohann D'ANELLO
parent 6294f9c07f
commit 79d8ef3a44
Signed by: ynerant
GPG Key ID: 3A75C55819C8CF85
1 changed files with 59 additions and 2 deletions

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@ -13,7 +13,7 @@ DEFAULT_PARAMS = {
"max_rooms": 20, "max_rooms": 20,
"max_room_tries": 15, "max_room_tries": 15,
"cross_room": 1, "cross_room": 1,
"corridor_chance": .6, "corridor_chance": .2,
"min_v_corr": 2, "min_v_corr": 2,
"max_v_corr": 6, "max_v_corr": 6,
"min_h_corr": 4, "min_h_corr": 4,
@ -24,6 +24,10 @@ DEFAULT_PARAMS = {
"loop_max": 5, "loop_max": 5,
"loop_threshold": 15, "loop_threshold": 15,
"spawn_per_region": [1, 2], "spawn_per_region": [1, 2],
"room_chances" : {
"circular" : 5,
"chunks" : 1,
},
} }
@ -254,6 +258,47 @@ class Generator:
return y + length * dy, x + length * dx, dy, dx return y + length * dy, x + length * dx, dy, dx
def create_chunk_room(self, spawnable: bool = True) \
-> Tuple[List[List[Tile]], int, int, int, int]:
"""
Create and return as a tile grid a room that is composed of multiple
overlapping circles of the same radius
Also return door info so we know how to place the room in the level
"""
height, width = 15, 15
nb_chunks, r = 6, 3
h_sup, w_sup, h_off, w_off = self.corr_meta_info()
room = [[Tile.EMPTY] * (width + w_sup) \
for _dummy in range(height + h_sup)]
def draw_chunk(room, y, x):
for i in range(y - r, y + r + 1):
d = (y - i)**2
for j in range(x - r, x + r + 1):
if d + (x - j)**2 < r**2:
room[i][j] = Tile.FLOOR
draw_chunk(room, height//2 + 1, width//2 + 1)
min_w, max_w = w_off + r + 1, width + w_off - r -1
min_h, max_h = h_off + r + 1, height + h_off - r - 1
for i in range(nb_chunks):
y, x = randint(min_h, max_h), randint(min_w, max_w)
while room[y][x] != Tile.FLOOR:
y, x = randint(min_h, max_h), randint(min_w, max_w)
draw_chunk(room, y, x)
# log all placed tiles as spawn positions
if spawnable:
self.register_spawn_area(room)
# attach exit
door_y, door_x, dy, dx = self.attach_door(room, h_sup, w_sup,
h_off, w_off)
return room, door_y, door_x, dy, dx
def create_circular_room(self, spawnable: bool = True) \ def create_circular_room(self, spawnable: bool = True) \
-> Tuple[List[List[Tile]], int, int, int, int]: -> Tuple[List[List[Tile]], int, int, int, int]:
""" """
@ -304,7 +349,19 @@ class Generator:
door info. Set spawnable to False is the room should be marked as a door info. Set spawnable to False is the room should be marked as a
potential spawning region on the map potential spawning region on the map
""" """
return self.create_circular_room() coef_dict = self.params["room_chances"]
sum_coefs = sum(coef_dict[key] for key in coef_dict)
target = randint(1, sum_coefs)
for key in coef_dict:
if target > coef_dict[key]:
target -= coef_dict[key]
else:
break
if key == "circular":
return self.create_circular_room(spawnable = spawnable)
elif key == "chunks":
return self.create_chunk_room(spawnable = spawnable)
def register_spawn_area(self, area: List[List[Tile]]) -> None: def register_spawn_area(self, area: List[List[Tile]]) -> None:
""" """