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