# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse # SPDX-License-Identifier: GPL-3.0-or-later from enum import auto, Enum from random import choice, random, randint, shuffle from ..interfaces import Map, Tile DEFAULT_PARAMS = { "width" : 80, "height" : 40, "tries" : 600, "max_rooms" : 99, "max_room_tries" : 15, "cross_room" : 1, "corridor_chance" : .8, "min_v_corr" : 2, "max_v_corr" : 6, "min_h_corr" : 4, "max_h_corr" : 12, "large_circular_room" : .10, "circular_holes" : .5, } class Generator: def __init__(self, params: dict = DEFAULT_PARAMS): self.params = params @staticmethod def room_fits(level, y, x, room, door_y, door_x, dy, dx): if level[y][x] != Tile.EMPTY or level[y-dy][x-dx] != Tile.FLOOR: return False lh, lw = len(level), len(level[0]) rh, rw = len(room), len(room[0]) 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 if not(0 <= ly <= rh and 0 <= lx <= rw) or \ level[ly][lx] == Tile.FLOOR: return False return True @staticmethod def place_room(level, y, x, door_y, door_x, room): rh, rw = len(room), len(room[0]) # maybe place Tile.DOOR here ? level[door_y][door_x] = Tile.FLOOR for ry in range(rh): for rx in range(rw): if room[ry][rx] == Tile.FLOOR: level[y-door_y+ry][y-door_x+rx] = Tile.FLOOR @staticmethod def place_walls(level): h, w = len(level), len(level[0]) for y in range(h): for x in range(w): if level[y][x] == Tile.FLOOR: for dy, dx in Map.neighbourhood(level, y, x): if level[y+dy][x+dx] == Tile.EMPTY: level[y+dy][x+dx] = Tile.FLOOR def corr_meta_info(self): if random() < self.params["corridor_chance"]: h_sup = randint(self.params["min_h_corr"], \ self.params["max_h_corr"]) if random() < .5 else 0 w_sup = 0 if h_sup else randint(self.params["min_w_corr"], \ self.params["max_w_coor"]) 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 def attach_door(self, room, h_sup, w_sup, h_off, w_off): l = h_sup + w_sup dy, dx = 0, 0 if l > 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 yxs = [i for i in range(len(room) * len(room[0]))] shuffle(yxs) for pos in yxs: y, x = pos // len(room), pos % len(room) if room[y][x] == Tile.EMPTY: if room[y-dy][x-dx] == Tile.FLOOR: build_here = True for i in range(l): if room[y+i*dy][x+i*dx] != Tile.EMPTY: build_here = False break if build_here: for i in range(l): room[y+i*dy][x+i*dx] == Tile.FLOOR break return y+l*dy, x+l*dx, dy, dx def create_circular_room(self): 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"] 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) 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): return self.create_circular_room() def run(self): height, width = self.params["height"], self.params["width"] level = [[Tile.EMPTY for i in range(width)] for j 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() self.place_room(level, height//2, width//2, 0, 0, starting_room) 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) # 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()] shuffle(positions) for pos in positions: y, x = pos // height, pos % width if self.room_fits(level, y, x, room, door_y, door_x, dy, dx): self.place_room(level, y, x, door_y, door_x, room) # post-processing self.place_walls(level) return Map(width, height, level, sy, sx)