Merge branch 'map_generation' into 'master'

Add new room type : chunk rooms

See merge request ynerant/squirrel-battle!77
This commit is contained in:
ynerant 2021-01-11 01:28:54 +01:00
commit fa0a0a79ea
2 changed files with 59 additions and 4 deletions

View File

@ -13,7 +13,7 @@ DEFAULT_PARAMS = {
"max_rooms": 20,
"max_room_tries": 15,
"cross_room": 1,
"corridor_chance": .6,
"corridor_chance": .2,
"min_v_corr": 2,
"max_v_corr": 6,
"min_h_corr": 4,
@ -24,6 +24,10 @@ DEFAULT_PARAMS = {
"loop_max": 5,
"loop_threshold": 15,
"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
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: List[List[Tile]], y: int, x: int) -> None:
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, h_off + height // 2 + 1, w_off + 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) \
-> 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
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:
"""

View File

@ -2,7 +2,6 @@
# SPDX-License-Identifier: GPL-3.0-or-later
import curses
import os
import unittest
from ..bootstrap import Bootstrap
@ -101,7 +100,6 @@ class TestGame(unittest.TestCase):
Yeah, that's only for coverage.
"""
self.assertRaises(Exception, Bootstrap.run_game)
self.assertEqual(os.getenv("TERM", "unknown"), "unknown")
def test_key_translation(self) -> None:
"""