481 lines
19 KiB
Python
481 lines
19 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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from random import choice, choices, randint, random, shuffle
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from typing import List, Tuple
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from ..interfaces import Entity, Map, Tile
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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": .2,
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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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"room_chances": {
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"circular": 5,
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"chunks": 1,
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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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"""
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Compute the minimum walking distance between points (y1, x1) and (y2, x2)
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on a Tile grid
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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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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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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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@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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"""
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Using point (door_y, door_x) in the room as a reference and placing it
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over point (y, x) in the level, returns whether or not the room fits
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here
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"""
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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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# door must be placed on an empty tile, and point into a floor tile
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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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# now we verify floor tiles in both grids do not overlap
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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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@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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"""
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Mutates level in place to add the room. Placement is determined by
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making (door_y, door_x) in the room correspond with (y, x) in the level
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"""
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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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@staticmethod
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def add_loop(level: List[List[Tile]], y: int, x: int) -> bool:
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"""
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Try to add a corridor between two far apart floor tiles, passing
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through point (y, x).
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"""
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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 directions, trying to place both veritcal
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# and horizontal corridors
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for dx, dy in [[0, 1], [1, 0]]:
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# then we find two floor tiles, one on each side of (y, x)
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# exiting if we don't find two (reach the edge of the map before)
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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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def verify_sides() -> bool:
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# switching up dy and dx here pivots the axis, so
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# (y+dx, x+dy) and (y-dx, x-dy) are the tiles adjacent to
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# (y, x), but not on the original axis
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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 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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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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@staticmethod
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def place_walls(level: List[List[Tile]]) -> None:
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"""
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Place wall tiles on every empty tile that is adjacent (in the largest
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sense), to a floor tile
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"""
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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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def corr_meta_info(self) -> Tuple[int, int, int, int]:
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"""
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Return info about the extra grid space that should be allocated for the
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room, and where the room should be built along this extra grid space.
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Because grids are usually thight around the room, this gives us extra
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place to add a corridor later. Corridor length and orientation is
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implicitly derived from this info.
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h_sup and w_sup represent the extra needed space along each axis,
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and h_off and w_off are the offset at which to build the room
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"""
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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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# we only allow extra space allocation along one axis,
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# because there won't more than one exit corridor
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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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# implicitly choose which direction along the axis
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# the corridor will be pointing to
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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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@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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"""
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Tries to build the exit from the room at given coordinates
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Depending on parameter length, it will either attempt to build a
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simple door, or a long corridor. Return value is a boolean
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signifying whether or not the exit was successfully built
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"""
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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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# 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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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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@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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"""
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Attach an exit to the room. If extra space was allocated to
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the grid, make sure a corridor is properly built
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"""
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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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# determine door direction for rooms without corridors
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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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# loop over all possible positions in a random order
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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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else: # pragma: no cover
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return None, None, 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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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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"""
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height, width = 15, 15
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nb_chunks, r = 6, 3
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h_sup, w_sup, h_off, w_off = self.corr_meta_info()
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room = [[Tile.EMPTY] * (width + w_sup)
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for _dummy in range(height + h_sup)]
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def draw_chunk(room: List[List[Tile]], y: int, x: int) -> None:
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for i in range(y - r, y + r + 1):
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d = (y - i)**2
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for j in range(x - r, x + r + 1):
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if d + (x - j) ** 2 < r ** 2:
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room[i][j] = Tile.FLOOR
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draw_chunk(room, h_off + height // 2 + 1, w_off + width // 2 + 1)
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min_w, max_w = w_off + r + 1, width + w_off - r - 1
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min_h, max_h = h_off + r + 1, height + h_off - r - 1
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for i in range(nb_chunks):
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y, x = randint(min_h, max_h), randint(min_w, max_w)
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while room[y][x] != Tile.FLOOR:
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y, x = randint(min_h, max_h), randint(min_w, max_w)
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draw_chunk(room, y, x)
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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_circular_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 circular in shape, and
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may have a center, also circular hole
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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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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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room = []
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h_sup, w_sup, h_off, w_off = self.corr_meta_info()
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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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# 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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Randomly select a room shape and return one such room along with its
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door info. Set spawnable to False is the room should be marked as a
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potential spawning region on the map
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"""
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coef_dict = self.params["room_chances"]
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sum_coefs = sum(coef_dict[key] for key in coef_dict)
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target = randint(1, sum_coefs)
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for key in coef_dict:
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if target > coef_dict[key]:
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target -= coef_dict[key]
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else:
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break
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if key == "circular":
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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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def register_spawn_area(self, area: List[List[Tile]]) -> None:
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"""
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Register all floor positions relative to the input grid
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for later use
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"""
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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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def update_spawnable(self, y: int, x: int) -> None:
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"""
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Convert previous spawn positions relative to the room grid to actual
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actual spawn positions on the level grid, using the position of the
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top left corner of the room on the level, then log them as a
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spawnable region
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"""
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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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def populate(self, rv: Map) -> None:
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"""
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Populate every spawnable area with some randomly chosen, randomly
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placed entity
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"""
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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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def run(self) -> Map:
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"""
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Using procedural generation, build and return a full map, populated
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with entities
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"""
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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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# 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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# because Generator.room_fits checks that the exit door is correctly
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# placed, but the starting room has no exit door, we find a positoin
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# manually
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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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# remove the door that was placed
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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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# find a starting position for the player
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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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# now we loop until we're bored, 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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# build a room, try to fit it everywhere in a random order, and
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# place it at the first possible position
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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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# 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
|
|
# room as the root
|
|
# to avoid boring player backtracking, we add some cycles to the room
|
|
# graph in post processing by placing additional corridors
|
|
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)
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|
|
|
# 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
|