# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse # SPDX-License-Identifier: GPL-3.0-or-later from random import random, randint, shuffle, choice, choices from typing import List, Tuple from ..interfaces import Map, Tile, Entity DEFAULT_PARAMS = { "width": 120, "height": 35, "tries": 300, "max_rooms": 20, "max_room_tries": 15, "cross_room": 1, "corridor_chance": .6, "min_v_corr": 2, "max_v_corr": 6, "min_h_corr": 4, "max_h_corr": 12, "large_circular_room": .10, "circular_holes": .5, "loop_tries" : 40, "loop_max" : 5, "loop_threshold" : 15, "spawn_per_region" : [1, 2], } def dist(level, y1, x1, y2, x2): copy = [[t for t in l] for l in level] dist = -1 queue, next_queue = [[y1, x1]], [0] while next_queue: next_queue = [] dist += 1 while queue: y, x = queue.pop() copy[y][x] = Tile.EMPTY if y == y2 and x == x2: return dist for y, x in Map.neighbourhood(copy, y, x): if copy[y][x].can_walk(): next_queue.append([y, x]) queue = next_queue return -1 class Generator: def __init__(self, params: dict = None): self.params = params or DEFAULT_PARAMS self.spawn_areas = [] self.queued_area = None @staticmethod def room_fits(level: List[List[Tile]], y: int, x: int, room: List[List[Tile]], door_y: int, door_x: int, dy: int, dx: int) -> bool: lh, lw = len(level), len(level[0]) rh, rw = len(room), len(room[0]) if not(0 < y + dy < lh and 0 < x + dx < lw): return False if level[y][x] != Tile.EMPTY or level[y + dy][x + dx] != Tile.FLOOR: return False for ry in range(rh): for rx in range(rw): if room[ry][rx] == Tile.FLOOR: ly, lx = y + ry - door_y, x + rx - door_x # tile must be in bounds and empty if not(0 <= ly < lh and 0 <= lx < lw) or \ level[ly][lx] == Tile.FLOOR: return False # so do all neighbouring tiles bc we may # need to place walls there eventually for ny, nx in Map.neighbourhood(level, ly, lx, large=True, oob=True): if not(0 <= ny < lh and 0 <= nx < lw) or \ level[ny][nx] != Tile.EMPTY: return False return True @staticmethod def place_room(level: List[List[Tile]], y: int, x: int, room: List[List[Tile]], door_y: int, door_x: int) -> None: rh, rw = len(room), len(room[0]) # maybe place Tile.DOOR here ? level[y][x] = Tile.FLOOR for ry in range(rh): for rx in range(rw): if room[ry][rx] == Tile.FLOOR: level[y - door_y + ry][x - door_x + rx] = Tile.FLOOR @staticmethod def add_loop(level: List[List[Tile]], y: int, x: int) -> None: h, w = len(level), len(level[0]) if level[y][x] != Tile.EMPTY: return False # loop over both axis for dx, dy in [[0, 1], [1, 0]]: # then we find two floor tiles, exiting if we ever move oob y1, x1, y2, x2 = y, x, y, x while x1 >= 0 and y1 >= 0 and level[y1][x1] == Tile.EMPTY: y1, x1 = y1 - dy, x1 - dx while x2 < w and y2 < h and level[y2][x2] == Tile.EMPTY: y2, x2 = y2 + dy, x2 + dx if not(0 <= x1 <= x2 < w and 0 <= y1 <= y2 < h): continue # if adding the path would make the two tiles significantly closer # and its sides don't touch already placed terrain, build it def verify_sides(): for Dx, Dy in [[dy, dx], [-dy, -dx]]: for i in range(1, y2-y1+x2-x1): if not(0<= y1+Dy+i*dy < h and 0 <= x1+Dx+i*dx < w) or \ level[y1+Dy+i*dy][x1+Dx+i*dx].can_walk(): return False return True if dist(level, y1, x1, y2, x2) < 20 and verify_sides(): y, x = y1+dy, x1+dx while level[y][x] == Tile.EMPTY: level[y][x] = Tile.FLOOR y, x = y+dy, x+dx return True return False @staticmethod def place_walls(level: List[List[Tile]]) -> None: h, w = len(level), len(level[0]) for y in range(h): for x in range(w): if not level[y][x].is_wall(): for ny, nx in Map.neighbourhood(level, y, x, large=True): if level[ny][nx] == Tile.EMPTY: level[ny][nx] = Tile.WALL def corr_meta_info(self) -> Tuple[int, int, int, int]: if random() < self.params["corridor_chance"]: h_sup = randint(self.params["min_v_corr"], self.params["max_v_corr"]) if random() < .5 else 0 w_sup = 0 if h_sup else randint(self.params["min_h_corr"], self.params["max_h_corr"]) h_off = h_sup if random() < .5 else 0 w_off = w_sup if random() < .5 else 0 return h_sup, w_sup, h_off, w_off return 0, 0, 0, 0 @staticmethod def build_door(room, y, x, dy, dx, length): rh, rw = len(room), len(room[0]) # verify we are pointing away from a floor tile if not(0 <= y - dy < rh and 0 <= x - dx < rw) \ or room[y - dy][x - dx] != Tile.FLOOR: return False # verify there's no other floor tile around us for ny, nx in [[y + dy, x + dx], [y - dx, x - dy], [y + dx, x + dy]]: if 0 <= ny < rh and 0 <= nx < rw \ and room[ny][nx] != Tile.EMPTY: return False for i in range(length+1): if room[y + i * dy][x + i * dx] != Tile.EMPTY: return False for i in range(length): room[y + i * dy][x + i * dx] = Tile.FLOOR return True @staticmethod def attach_door(room: List[List[Tile]], h_sup: int, w_sup: int, h_off: int, w_off: int) -> Tuple[int, int, int, int]: length = h_sup + w_sup dy, dx = 0, 0 if length > 0: if h_sup: dy = -1 if h_off else 1 else: dx = -1 if w_off else 1 else: if random() < .5: dy = -1 if random() < .5 else 1 else: dx = -1 if random() < .5 else 1 rh, rw = len(room), len(room[0]) yxs = [i for i in range(rh * rw)] shuffle(yxs) for pos in yxs: y, x = pos // rw, pos % rw if room[y][x] == Tile.EMPTY and \ Generator.build_door(room, y, x, dy, dx, length): break 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]: if random() < self.params["large_circular_room"]: r = randint(5, 10) else: r = randint(2, 4) room = [] h_sup, w_sup, h_off, w_off = self.corr_meta_info() height = 2 * r + 2 width = 2 * r + 2 make_hole = r > 6 and random() < self.params["circular_holes"] r2 = 0 if make_hole: r2 = randint(3, r - 3) for i in range(height + h_sup): room.append([]) d = (i - h_off - height // 2) ** 2 for j in range(width + w_sup): if d + (j - w_off - width // 2) ** 2 < r ** 2 and \ (not make_hole or d + (j - w_off - width // 2) ** 2 >= r2 ** 2): room[-1].append(Tile.FLOOR) else: room[-1].append(Tile.EMPTY) if spawnable: self.register_spawn_area(room) 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_random_room(self, spawnable: bool = True) \ -> Tuple[List[list], int, int, int, int]: return self.create_circular_room() def register_spawn_area(self, area:List[List[Tile]]): spawn_positions = [] for y, line in enumerate(area): for x, tile in enumerate(line): if tile == Tile.FLOOR: spawn_positions.append([y, x]) self.queued_area = spawn_positions def update_spawnable(self, y, x): if self.queued_area != None: translated_area = [[y+ry, x+rx] for ry, rx in self.queued_area] self.spawn_areas.append(translated_area) self.queued_area = None def populate(self, rv): min_c, max_c = self.params["spawn_per_region"] for region in self.spawn_areas: entity_count = randint(min_c, max_c) for _dummy in range(entity_count): entity = choices(Entity.get_all_entity_classes(), weights=Entity.get_weights(), k=1)[0]() y, x = choice(region) entity.move(y, x) rv.add_entity(entity) def run(self) -> Map: height, width = self.params["height"], self.params["width"] level = [width * [Tile.EMPTY] for _ignored in range(height)] # the starting room must have no corridor mem, self.params["corridor_chance"] = self.params["corridor_chance"], 0 starting_room, _, _, _, _ = self.create_random_room(spawnable = False) dim_v, dim_h = len(starting_room), len(starting_room[0]) pos_y, pos_x = randint(0, height - dim_v - 1),\ randint(0, width - dim_h - 1) self.place_room(level, pos_y, pos_x, starting_room, 0, 0) if starting_room[0][0] != Tile.FLOOR: level[pos_y][pos_x] = Tile.EMPTY self.params["corridor_chance"] = mem # find a starting position sy, sx = randint(0, height - 1), randint(0, width - 1) while level[sy][sx] != Tile.FLOOR: sy, sx = randint(0, height - 1), randint(0, width - 1) level[sy][sx] = Tile.LADDER # now we loop until we've tried enough, or we've added enough rooms tries, rooms_built = 0, 0 while tries < self.params["tries"] \ and rooms_built < self.params["max_rooms"]: room, door_y, door_x, dy, dx = self.create_random_room() positions = [i for i in range(height * width)] shuffle(positions) for pos in positions: y, x = pos // width, pos % width if self.room_fits(level, y, x, room, door_y, door_x, dy, dx): self.update_spawnable(y - door_y, x - door_x) self.place_room(level, y, x, room, door_y, door_x) rooms_built += 1 break tries += 1 # post-processing self.place_walls(level) tries, loops = 0, 0 while tries < self.params["loop_tries"] and \ loops < self.params["loop_max"]: tries += 1 y, x = randint(0, height-1), randint(0, width-1) loops += self.add_loop(level, y, x) # place an exit ladder y, x = randint(0, height - 1), randint(0, width - 1) while level[y][x] != Tile.FLOOR or \ any([level[j][i].is_wall() for j, i in Map.neighbourhood(level, y, x, large=True)]): y, x = randint(0, height - 1), randint(0, width - 1) level[y][x] = Tile.LADDER # spawn entities rv = Map(width, height, level, sy, sx) self.populate(rv) return rv