Yohann D'ANELLO
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0ea10546ac
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Fix merge issues
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2021-01-10 22:19:15 +01:00 |
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Yohann D'ANELLO
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9df1ac7883
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Linting
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2021-01-10 22:08:42 +01:00 |
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Charles Peyrat
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12e19759aa
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Implement populate method, so map generation also handles entity spawn
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2021-01-10 21:49:39 +01:00 |
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Charles Peyrat
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e639ad6255
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Getting to full cover, and minor fix to bug that allowed corridors to create loops in a room, resulting in implacability
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2021-01-10 21:48:12 +01:00 |
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Charles Peyrat
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26e66a5796
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Implement method add_loops along with tests
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2021-01-10 21:30:18 +01:00 |
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Yohann D'ANELLO
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d8d0bc6190
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Fix the end ladder
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2021-01-08 20:00:10 +01:00 |
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Charles Peyrat
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9e099d0715
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Ladders should spawn with no wall nearby
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2021-01-08 19:50:27 +01:00 |
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Charles Peyrat
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7e14122b8c
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Randomly place exit ladder
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2021-01-08 17:25:52 +01:00 |
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Yohann D'ANELLO
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df2c1a4b55
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Add ladder on the start position
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2021-01-08 17:10:42 +01:00 |
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Yohann D'ANELLO
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8e7029e34d
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Fix walls
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2021-01-08 17:10:30 +01:00 |
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Yohann D'ANELLO
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afaa9d17cd
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Linting
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2021-01-08 16:55:02 +01:00 |
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Yohann D'ANELLO
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9b853324ad
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Drop first version of random walk
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2021-01-08 16:52:38 +01:00 |
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Charles Peyrat
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c216a6089e
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Add a break so that generated rooms arre only placed once
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2021-01-08 16:51:04 +01:00 |
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Charles Peyrat
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785ac403e3
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Forbid walker from ever reaching the outer most edge of the map
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2021-01-08 15:56:30 +01:00 |
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Charles Peyrat
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5424c7cd98
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Nicer default parameters
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2021-01-08 15:20:32 +01:00 |
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Charles Peyrat
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dab84738d9
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Remove the starting room door only if it really shouldn't be here; also account for the new randomized placement in removing lone door tile
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2021-01-08 15:18:13 +01:00 |
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Charles Peyrat
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8d7e264381
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Fix a bug where the generator could crash by trying to place the starting room out of bounds; starting room position is now random
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2021-01-08 15:06:38 +01:00 |
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Charles Peyrat
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fab1bee8d8
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Force loop entrance to get coverage
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2021-01-08 14:52:59 +01:00 |
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Charles Peyrat
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c06f903a16
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Fix a typo that made corridors unable to be built
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2021-01-08 07:41:00 +01:00 |
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Charles Peyrat
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641f5c7872
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Make generation more sparse by asking for extra space around rooms; also add out of bounds option to Map.neighbourhood
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2021-01-08 07:38:47 +01:00 |
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Charles Peyrat
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605696dddd
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Revamp door placing algorithm so that it generates cleaner doors; also remove lone starting room door from level
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2021-01-08 07:36:31 +01:00 |
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Charles Peyrat
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5ba07afc9f
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Fix typo in parameter names
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2021-01-08 07:05:02 +01:00 |
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Charles Peyrat
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e21d4d230c
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Add missing termination condition
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2021-01-08 07:04:24 +01:00 |
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Charles Peyrat
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b0ac580677
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Fix place_walls, that placed floors instead ...
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2021-01-08 07:03:49 +01:00 |
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Charles Peyrat
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d362bdc949
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Fix place_room and add missing argument
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2021-01-08 06:58:02 +01:00 |
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Charles Peyrat
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9c252a2bbc
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Correct out of bounds errors and add missing arguments to range call
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2021-01-08 06:54:01 +01:00 |
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Charles Peyrat
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20cbf546f9
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Correct formulas for random enumeration of a grid
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2021-01-08 05:21:31 +01:00 |
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Charles Peyrat
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49e261557c
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Fix typos
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2021-01-08 05:14:46 +01:00 |
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Charles Peyrat
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abbad0f352
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Fix formulas in place_room and room_fits
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2021-01-08 05:14:32 +01:00 |
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Charles Peyrat
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05ccd0e339
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Circular rooms should not try to generate any holes if their radius isn't large enough
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2021-01-08 04:51:20 +01:00 |
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Charles Peyrat
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c6f66d95f2
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Fix typos
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2021-01-08 04:48:32 +01:00 |
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Charles Peyrat
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6fbc757f1e
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Implement method place_walls
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2021-01-08 04:43:10 +01:00 |
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Charles Peyrat
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ffa7641b21
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Made Map.neighbourhood a static method
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2021-01-08 04:36:57 +01:00 |
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Charles Peyrat
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3229eb8ea7
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Implement place_room method
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2021-01-08 03:45:26 +01:00 |
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Charles Peyrat
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42f0c195aa
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Add prototype for create_random_room; change return value of attach_doors and create_circular_room so we have info on door direction; minor syntax change
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2021-01-08 03:43:20 +01:00 |
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Charles Peyrat
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ddbd0299a0
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Implement method room_fits
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2021-01-08 03:38:37 +01:00 |
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Charles Peyrat
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5cbf15bef5
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Return value of Generator.run should be a Map
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2021-01-08 03:37:10 +01:00 |
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Charles Peyrat
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bb3422f7d8
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Add main generation loop
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2021-01-08 03:19:59 +01:00 |
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Charles Peyrat
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5579f5d791
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Room now can now generate with a corridor; implemenent door placement finding
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2021-01-07 07:06:08 +01:00 |
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Charles Peyrat
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9fb366aaab
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Make name follow style convention
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2021-01-07 05:02:49 +01:00 |
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Charles Peyrat
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f5e5e365d4
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Starting the implementation of the new map generator
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2020-12-18 20:02:37 +01:00 |
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Charles Peyrat
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ba3d979f9c
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Fix syntax error
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2020-12-18 18:10:52 +01:00 |
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Charles Peyrat
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5fbb918132
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Add walls even to map borders
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2020-12-18 17:05:50 +01:00 |
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Charles Peyrat
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fe9dfdf242
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Syntax change in randomwalk.Generator.__init__
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2020-12-11 19:13:15 +01:00 |
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Charles Peyrat
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deb52d7350
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Adding a missing parenthesis
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2020-12-11 19:05:26 +01:00 |
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Charles Peyrat
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7667079aa3
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Changed Map.large_neighbourhood so we can also request only immediate neighbours, ignoring diagonals
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2020-12-11 18:33:16 +01:00 |
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Charles Peyrat
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c8b07b3bf5
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Only empty tiles should be changed to walls, obviously...
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2020-12-11 17:17:11 +01:00 |
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Charles Peyrat
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757a460a44
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Fix typo
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2020-12-11 17:13:12 +01:00 |
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Charles Peyrat
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6a4d13c726
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Walls now generate around the floor
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2020-12-11 17:09:59 +01:00 |
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Charles Peyrat
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7fb743eb72
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Switching up start_x and start_y so the player spawn is correctly set
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2020-12-11 17:02:22 +01:00 |
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