diff --git a/squirrelbattle/mapgeneration/broguelike.py b/squirrelbattle/mapgeneration/broguelike.py index f746f37..973485b 100644 --- a/squirrelbattle/mapgeneration/broguelike.py +++ b/squirrelbattle/mapgeneration/broguelike.py @@ -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: """ diff --git a/squirrelbattle/tests/game_test.py b/squirrelbattle/tests/game_test.py index 4f80977..e5573ec 100644 --- a/squirrelbattle/tests/game_test.py +++ b/squirrelbattle/tests/game_test.py @@ -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: """