Merge branch 'map_generation' into 'master'
Add new room type : chunk rooms See merge request ynerant/squirrel-battle!77
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commit
fa0a0a79ea
@ -13,7 +13,7 @@ DEFAULT_PARAMS = {
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"max_rooms": 20,
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"max_room_tries": 15,
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"cross_room": 1,
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"corridor_chance": .6,
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"corridor_chance": .2,
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"min_v_corr": 2,
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"max_v_corr": 6,
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"min_h_corr": 4,
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@ -24,6 +24,10 @@ DEFAULT_PARAMS = {
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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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"room_chances": {
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"circular": 5,
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"chunks": 1,
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},
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}
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@ -254,6 +258,47 @@ class Generator:
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return y + length * dy, x + length * dx, dy, dx
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def create_chunk_room(self, spawnable: bool = True) \
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-> Tuple[List[List[Tile]], int, int, int, int]:
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"""
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Create and return as a tile grid a room that is composed of multiple
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overlapping circles of the same radius
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Also return door info so we know how to place the room in the level
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"""
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height, width = 15, 15
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nb_chunks, r = 6, 3
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h_sup, w_sup, h_off, w_off = self.corr_meta_info()
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room = [[Tile.EMPTY] * (width + w_sup)
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for _dummy in range(height + h_sup)]
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def draw_chunk(room: List[List[Tile]], y: int, x: int) -> None:
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for i in range(y - r, y + r + 1):
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d = (y - i)**2
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for j in range(x - r, x + r + 1):
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if d + (x - j) ** 2 < r ** 2:
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room[i][j] = Tile.FLOOR
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draw_chunk(room, h_off + height // 2 + 1, w_off + width // 2 + 1)
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min_w, max_w = w_off + r + 1, width + w_off - r - 1
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min_h, max_h = h_off + r + 1, height + h_off - r - 1
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for i in range(nb_chunks):
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y, x = randint(min_h, max_h), randint(min_w, max_w)
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while room[y][x] != Tile.FLOOR:
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y, x = randint(min_h, max_h), randint(min_w, max_w)
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draw_chunk(room, y, x)
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# log all placed tiles as spawn positions
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if spawnable:
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self.register_spawn_area(room)
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# attach exit
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door_y, door_x, dy, dx = self.attach_door(room, h_sup, w_sup,
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h_off, w_off)
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return room, door_y, door_x, dy, dx
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def create_circular_room(self, spawnable: bool = True) \
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-> Tuple[List[List[Tile]], int, int, int, int]:
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"""
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@ -304,7 +349,19 @@ class Generator:
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door info. Set spawnable to False is the room should be marked as a
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potential spawning region on the map
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"""
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return self.create_circular_room()
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coef_dict = self.params["room_chances"]
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sum_coefs = sum(coef_dict[key] for key in coef_dict)
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target = randint(1, sum_coefs)
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for key in coef_dict:
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if target > coef_dict[key]:
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target -= coef_dict[key]
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else:
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break
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if key == "circular":
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return self.create_circular_room(spawnable=spawnable)
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elif key == "chunks":
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return self.create_chunk_room(spawnable=spawnable)
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def register_spawn_area(self, area: List[List[Tile]]) -> None:
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"""
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@ -2,7 +2,6 @@
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# SPDX-License-Identifier: GPL-3.0-or-later
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import curses
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import os
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import unittest
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from ..bootstrap import Bootstrap
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@ -101,7 +100,6 @@ class TestGame(unittest.TestCase):
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Yeah, that's only for coverage.
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"""
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self.assertRaises(Exception, Bootstrap.run_game)
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self.assertEqual(os.getenv("TERM", "unknown"), "unknown")
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def test_key_translation(self) -> None:
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"""
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