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map_genera
Author | SHA1 | Date |
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Charles Peyrat | ebca28930c | |
Charles Peyrat | bcfde6fa49 | |
Charles Peyrat | 5981927dac | |
Charles Peyrat | 38878687c4 |
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@ -21,36 +21,38 @@ DEFAULT_PARAMS = {
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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_max": 8,
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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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"circular" : 1,
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"chunks" : 1,
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"rectangle" : 1,
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},
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}
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def dist(level, y1, x1, y2, x2):
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def test_dist(level, y1, x1, y2, x2, threshold):
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"""
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Compute the minimum walking distance between points (y1, x1) and (y2, x2) on a Tile grid
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Returns whether the minimum walking distance between points (y1, x1) and
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(y2, x2) on the Tile grid level is greater than threshold
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"""
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# simple breadth first search
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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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while next_queue and dist < threshold:
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next_queue = []
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dist += 1
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while queue:
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y, x = queue.pop()
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copy[y][x] = Tile.EMPTY
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if y == y2 and x == x2:
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return dist
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return False
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for y, x in Map.neighbourhood(copy, y, x):
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if copy[y][x].can_walk():
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next_queue.append([y, x])
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queue = next_queue
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return -1
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return True
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class Generator:
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@ -147,7 +149,7 @@ class Generator:
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return True
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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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if dist(level, y1, x1, y2, x2) < 20 and verify_sides():
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if test_dist(level, y1, x1, y2, x2, 20) and verify_sides():
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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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@ -216,7 +218,8 @@ class Generator:
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return False
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# see if the path ahead is clear. needed in the case of non convex room
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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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if not(0 <= y + i * dy < rh and 0 <= x + i * dx < rw) \
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or 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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room[y + i * dy][x + i * dx] = Tile.FLOOR
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@ -252,17 +255,15 @@ class Generator:
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if room[y][x] == Tile.EMPTY and \
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Generator.build_door(room, y, x, dy, dx, length):
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break
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else:
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return None, None
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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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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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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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@ -341,6 +342,42 @@ class Generator:
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return room, door_y, door_x, dy, dx
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def create_rectangle_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 rectangular room
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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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shrt, lng = randint(3, 6), randint(6, 12)
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if random() < .5:
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height, width = shrt, lng
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else:
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height, width = lng, shrt
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room = []
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h_sup, w_sup, h_off, w_off = self.corr_meta_info()
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min_w, max_w = w_off + 1, width + w_off
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min_h, max_h = h_off + 1, height + h_off
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for i in range(height + h_sup + 2):
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room.append([])
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for j in range(width + w_sup + 2):
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if min_h <= i <= max_h and min_w <= j <= max_w:
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room[-1].append(Tile.FLOOR)
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else:
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room[-1].append(Tile.EMPTY)
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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_random_room(self, spawnable: bool = True) \
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-> Tuple[List[list], int, int, int, int]:
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"""
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@ -361,6 +398,8 @@ class Generator:
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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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elif key == "rectangle":
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return self.create_rectangle_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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@ -450,7 +489,6 @@ class Generator:
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tries += 1
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# post-processing
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self.place_walls(level)
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# because when a room is placed, it leads to exactly one previously
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# placed room, the level has a tree like structure with the starting
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@ -464,6 +502,9 @@ class Generator:
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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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# surround the floor with walls
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self.place_walls(level)
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# place an exit ladder
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y, x = randint(0, height - 1), randint(0, width - 1)
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while level[y][x] != Tile.FLOOR or \
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