Linting
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01cdea6edc
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@ -2,7 +2,6 @@
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# SPDX-License-Identifier: GPL-3.0-or-later
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from json import JSONDecodeError
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from random import randint
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from typing import Any, Optional, List
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import curses
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import json
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@ -4,7 +4,7 @@
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from enum import Enum, auto
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from math import ceil, sqrt
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from itertools import product
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from random import choice, choices, randint
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from random import choice, randint
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from typing import List, Optional, Any, Dict, Tuple
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from queue import PriorityQueue
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from functools import reduce
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@ -20,14 +20,15 @@ DEFAULT_PARAMS = {
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"max_h_corr": 12,
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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_threshold" : 15,
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"spawn_per_region" : [1, 2],
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"loop_tries": 40,
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"loop_max": 5,
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"loop_threshold": 15,
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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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copy = [[t for t in l] for l in level]
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def dist(level: List[List[Tile]], y1: int, x1: int, y2: int, x2: int) -> int:
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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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@ -44,6 +45,7 @@ def dist(level, y1, x1, y2, x2):
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queue = next_queue
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return -1
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class Generator:
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def __init__(self, params: dict = None):
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self.params = params or DEFAULT_PARAMS
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@ -89,7 +91,7 @@ class Generator:
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level[y - door_y + ry][x - door_x + rx] = Tile.FLOOR
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@staticmethod
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def add_loop(level: List[List[Tile]], y: int, x: int) -> None:
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def add_loop(level: List[List[Tile]], y: int, x: int) -> bool:
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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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@ -106,18 +108,21 @@ class Generator:
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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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def verify_sides():
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for Dx, Dy in [[dy, dx], [-dy, -dx]]:
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for i in range(1, y2-y1+x2-x1):
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if not(0<= y1+Dy+i*dy < h and 0 <= x1+Dx+i*dx < w) or \
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level[y1+Dy+i*dy][x1+Dx+i*dx].can_walk():
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def verify_sides() -> bool:
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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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if not (0 <= y1 + delta_y + i * dy < h
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and 0 <= x1 + delta_x + i * dx < w) or \
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level[y1 + delta_y + i * dy][x1 + delta_x
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+ i * dx]\
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.can_walk():
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return False
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return True
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if dist(level, y1, x1, y2, x2) < 20 and verify_sides():
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y, x = y1+dy, x1+dx
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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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y, x = y+dy, x+dx
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y, x = y + dy, x + dx
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return True
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return False
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@ -143,7 +148,8 @@ class Generator:
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return 0, 0, 0, 0
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@staticmethod
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def build_door(room, y, x, dy, dx, length):
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def build_door(room: List[List[Tile]], y: int, x: int,
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dy: int, dx: int, length: int) -> bool:
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rh, rw = len(room), len(room[0])
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# verify we are pointing away from a floor tile
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if not(0 <= y - dy < rh and 0 <= x - dx < rw) \
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@ -155,7 +161,7 @@ class Generator:
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if 0 <= ny < rh and 0 <= nx < rw \
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and room[ny][nx] != Tile.EMPTY:
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return False
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for i in range(length+1):
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for i in range(length + 1):
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if room[y + i * dy][x + i * dx] != Tile.EMPTY:
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return False
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for i in range(length):
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@ -228,7 +234,7 @@ class Generator:
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-> Tuple[List[list], int, int, int, int]:
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return self.create_circular_room()
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def register_spawn_area(self, area:List[List[Tile]]):
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def register_spawn_area(self, area: List[List[Tile]]) -> None:
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spawn_positions = []
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for y, line in enumerate(area):
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for x, tile in enumerate(line):
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@ -236,13 +242,13 @@ class Generator:
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spawn_positions.append([y, x])
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self.queued_area = spawn_positions
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def update_spawnable(self, y, x):
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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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def update_spawnable(self, y: int, x: int) -> None:
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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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def populate(self, rv):
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def populate(self, rv: Map) -> 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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@ -259,7 +265,7 @@ class Generator:
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# the starting room must have no corridor
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mem, self.params["corridor_chance"] = self.params["corridor_chance"], 0
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starting_room, _, _, _, _ = self.create_random_room(spawnable = False)
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starting_room, _, _, _, _ = self.create_random_room(spawnable=False)
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dim_v, dim_h = len(starting_room), len(starting_room[0])
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pos_y, pos_x = randint(0, height - dim_v - 1),\
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randint(0, width - dim_h - 1)
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@ -297,7 +303,7 @@ class Generator:
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while tries < self.params["loop_tries"] and \
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loops < self.params["loop_max"]:
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tries += 1
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y, x = randint(0, height-1), randint(0, width-1)
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y, x = randint(0, height - 1), randint(0, width - 1)
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loops += self.add_loop(level, y, x)
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# place an exit ladder
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@ -13,10 +13,10 @@ from squirrelbattle.display.texturepack import TexturePack
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class TestBroguelike(unittest.TestCase):
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def setUp(self) -> None:
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self.generator = broguelike.Generator()
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self.stom = lambda x : Map.load_from_string("0 0\n" + x)
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self.mtos = lambda x : x.draw_string(TexturePack.ASCII_PACK)
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self.stom = lambda x: Map.load_from_string("0 0\n" + x)
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self.mtos = lambda x: x.draw_string(TexturePack.ASCII_PACK)
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def test_dist(self):
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def test_dist(self) -> None:
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m = self.stom(".. ..\n ... ")
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distance = broguelike.dist(m.tiles, 0, 0, 0, 4)
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self.assertEqual(distance, 6)
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queue += Map.neighbourhood(grid, y, x)
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return not any([t.can_walk() for row in grid for t in row])
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def test_build_doors(self):
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def test_build_doors(self) -> None:
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m = self.stom(". .\n. .\n. .\n")
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self.assertFalse(self.generator.build_door(m.tiles, 1, 1, 0, 1, 2))
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@ -46,11 +46,10 @@ class TestBroguelike(unittest.TestCase):
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self.assertTrue(self.is_connex(m.tiles))
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def test_loops(self) -> None:
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m = self.stom(3*".. ..\n")
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m = self.stom(3 * ".. ..\n")
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self.generator.add_loop(m.tiles, 1, 3)
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s = self.mtos(m)
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self.assertEqual(s, ".. ..\n.......\n.. ..")
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self.assertFalse(self.generator.add_loop(m.tiles, 0, 0))
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m = self.stom("...\n. .\n...")
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self.assertFalse(self.generator.add_loop(m.tiles, 1, 1))
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