Doors #156
@ -26,9 +26,11 @@ DEFAULT_PARAMS = {
|
||||
"spawn_per_region": [1, 2],
|
||||
}
|
||||
|
||||
def dist(level, y1, x1, y2, x2):
|
||||
|
||||
def dist(level: List[List[Tile]], y1: int, x1: int, y2: int, x2: int) -> int:
|
||||
"""
|
||||
Compute the minimum walking distance between points (y1, x1) and (y2, x2) on a Tile grid
|
||||
Compute the minimum walking distance between points (y1, x1) and (y2, x2)
|
||||
on a Tile grid
|
||||
"""
|
||||
# simple breadth first search
|
||||
copy = [[t for t in row] for row in level]
|
||||
@ -60,9 +62,9 @@ class Generator:
|
||||
room: List[List[Tile]], door_y: int, door_x: int,
|
||||
dy: int, dx: int) -> bool:
|
||||
"""
|
||||
Using point (door_y, door_x) in the room as a reference and placing it
|
||||
Using point (door_y, door_x) in the room as a reference and placing it
|
||||
over point (y, x) in the level, returns whether or not the room fits
|
||||
here
|
||||
here
|
||||
"""
|
||||
lh, lw = len(level), len(level[0])
|
||||
rh, rw = len(room), len(room[0])
|
||||
@ -93,7 +95,7 @@ class Generator:
|
||||
def place_room(level: List[List[Tile]], y: int, x: int,
|
||||
room: List[List[Tile]], door_y: int, door_x: int) -> None:
|
||||
"""
|
||||
Mutates level in place to add the room. Placement is determined by
|
||||
Mutates level in place to add the room. Placement is determined by
|
||||
making (door_y, door_x) in the room correspond with (y, x) in the level
|
||||
"""
|
||||
rh, rw = len(room), len(room[0])
|
||||
@ -106,11 +108,11 @@ class Generator:
|
||||
@staticmethod
|
||||
def add_loop(level: List[List[Tile]], y: int, x: int) -> bool:
|
||||
"""
|
||||
Try to add a corridor between two far apart floor tiles, passing
|
||||
Try to add a corridor between two far apart floor tiles, passing
|
||||
through point (y, x).
|
||||
"""
|
||||
h, w = len(level), len(level[0])
|
||||
|
||||
|
||||
if level[y][x] != Tile.EMPTY:
|
||||
return False
|
||||
|
||||
@ -128,8 +130,8 @@ class Generator:
|
||||
continue
|
||||
|
||||
def verify_sides() -> bool:
|
||||
# switching up dy and dx here pivots the axis, so
|
||||
# (y+dx, x+dy) and (y-dx, x-dy) are the tiles adjacent to
|
||||
# switching up dy and dx here pivots the axis, so
|
||||
# (y+dx, x+dy) and (y-dx, x-dy) are the tiles adjacent to
|
||||
# (y, x), but not on the original axis
|
||||
for delta_x, delta_y in [[dy, dx], [-dy, -dx]]:
|
||||
for i in range(1, y2 - y1 + x2 - x1):
|
||||
@ -194,8 +196,8 @@ class Generator:
|
||||
dy: int, dx: int, length: int) -> bool:
|
||||
"""
|
||||
Tries to build the exit from the room at given coordinates
|
||||
Depending on parameter length, it will either attempt to build a
|
||||
simple door, or a long corridor. Return value is a boolean
|
||||
Depending on parameter length, it will either attempt to build a
|
||||
simple door, or a long corridor. Return value is a boolean
|
||||
signifying whether or not the exit was successfully built
|
||||
"""
|
||||
rh, rw = len(room), len(room[0])
|
||||
@ -247,15 +249,15 @@ class Generator:
|
||||
if room[y][x] == Tile.EMPTY and \
|
||||
Generator.build_door(room, y, x, dy, dx, length):
|
||||
break
|
||||
else:
|
||||
return None, None
|
||||
else: # pragma: no cover
|
||||
return None, None, None, None
|
||||
|
||||
return y + length * dy, x + length * dx, dy, dx
|
||||
|
||||
def create_circular_room(self, spawnable: bool = True) \
|
||||
-> Tuple[List[List[Tile]], int, int, int, int]:
|
||||
"""
|
||||
Create and return as a tile grid a room that is circular in shape, and
|
||||
Create and return as a tile grid a room that is circular in shape, and
|
||||
may have a center, also circular hole
|
||||
Also return door info so we know how to place the room in the level
|
||||
"""
|
||||
@ -298,7 +300,7 @@ class Generator:
|
||||
def create_random_room(self, spawnable: bool = True) \
|
||||
-> Tuple[List[list], int, int, int, int]:
|
||||
"""
|
||||
Randomly select a room shape and return one such room along with its
|
||||
Randomly select a room shape and return one such room along with its
|
||||
door info. Set spawnable to False is the room should be marked as a
|
||||
potential spawning region on the map
|
||||
"""
|
||||
@ -319,12 +321,12 @@ class Generator:
|
||||
def update_spawnable(self, y: int, x: int) -> None:
|
||||
"""
|
||||
Convert previous spawn positions relative to the room grid to actual
|
||||
actual spawn positions on the level grid, using the position of the
|
||||
top left corner of the room on the level, then log them as a
|
||||
actual spawn positions on the level grid, using the position of the
|
||||
top left corner of the room on the level, then log them as a
|
||||
spawnable region
|
||||
"""
|
||||
if self.queued_area != None:
|
||||
translated_area = [[y+ry, x+rx] for ry, rx in self.queued_area]
|
||||
if self.queued_area is not None:
|
||||
translated_area = [[y + ry, x + rx] for ry, rx in self.queued_area]
|
||||
self.spawn_areas.append(translated_area)
|
||||
self.queued_area = None
|
||||
|
||||
@ -333,11 +335,6 @@ class Generator:
|
||||
Populate every spawnable area with some randomly chosen, randomly
|
||||
placed entity
|
||||
"""
|
||||
if self.queued_area is not None:
|
||||
translated_area = [[y + ry, x + rx] for ry, rx in self.queued_area]
|
||||
self.spawn_areas.append(translated_area)
|
||||
self.queued_area = None
|
||||
|
||||
min_c, max_c = self.params["spawn_per_region"]
|
||||
for region in self.spawn_areas:
|
||||
entity_count = randint(min_c, max_c)
|
||||
|
Loading…
Reference in New Issue
Block a user