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dungeon_generators.py
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dungeon_generators.py
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from random import randrange
from features import *
import thirdparty.libtcod.libtcodpy as libtcod
def parse_string(map):
new_map = [[] for i in range(0, len(map))]
x, y = 0, 0
for line in map:
for char in line:
if char == '#': new_map[y].append(FT_ROCK_WALL())
elif char == ' ' or char == '.': new_map[y].append(FT_FLOOR())
elif char == '+': new_map[y].append(FT_GLASS_WALL())
x += 1
y += 1
x = 0
return new_map
def find_passable_square(map):
x, y = 0, 0
for row in map:
for item in row:
if not item.passable(): y += 1
else: return y, x
y = 0
x += 1
return 1, 1
class Rect:
def __init__(self, x, y, width, heigh):
self.x1 = x
self.y1 = y
self.x2 = x + width
self.y2 = y + heigh
def center(self):
center_x = (self.x1 + self.x2) / 2
center_y = (self.y1 + self.y2) / 2
return center_x, center_y
def intersect(self, other):
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
self.y1 <= other.y2 and self.y2 >= other.y1)
class AbstractGenerator(object):
def __init__(self, length, width):
self._map = [[FT_ROCK_WALL()
for i in range(0, length)]
for j in range(0, width)]
def generate_border(self):
for j in range(0, self.length):
self._map[0][j] = FT_FIXED_WALL()
self._map[self.width - 1][j] = FT_FIXED_WALL()
for j in range(0, self.width):
self._map[j][0] = FT_FIXED_WALL()
self._map[j][self.length - 1] = FT_FIXED_WALL()
class CaveGenerator(AbstractGenerator):
def __init__(self, length, width, open_area=0.60):
self.length = length
self.width = width
self.open_area = open_area
self._map = [[FT_ROCK_WALL()
for i in range(0, length)]
for j in range(0, width)]
def generate(self):
self.generate_border()
walls_left = int(self.length * self.width * self.open_area)
#we don't want this process to hang
ticks = self.length * self.width
while walls_left > 0:
if not ticks:
print("Map generation tackes too long - returning as is")
break
rand_x = randrange(1, self.length - 1)
rand_y = randrange(1, self.width - 1)
if self._map[rand_y][rand_x].is_wall:
self._map[rand_y][rand_x] = FT_FLOOR()
walls_left -= 1
ticks -= 1
def finish(self):
for x in range(1, self.length - 1):
for y in range(1, self.width - 1):
wall_count = self.count_neigh_walls(y, x)
if self._map[y][x].is_floor():
if wall_count > 5:
self._map[y][x] = FT_ROCK_WALL()
elif wall_count < 4:
self._map[y][x] = FT_FLOOR()
return self._map
def count_neigh_walls(self, x, y):
count = 0
for row in (-1, 0, 1):
for col in (-1, 0, 1):
if not self._map[(x + row)][y + col].is_floor() and not(row == 0 and col == 0):
count += 1
return count
class RoomsCoridorsGenerator(AbstractGenerator):
def __init__(self, length, width, room_max_size=15, room_min_size=3, max_rooms=30):
self._map = [[FT_FIXED_WALL()
for i in range(0, length)]
for j in range(0, width)]
self.length = length
self.width = width
self.max_rooms = max_rooms
self.room_min_size = room_min_size
self.room_max_size = room_max_size
def generate(self):
rooms = []
num_rooms = 0
ticks = self.max_rooms * 5
for r in range(self.max_rooms):
if ticks <= 0: break
ticks -= 1
if num_rooms > self.max_rooms: break
width = libtcod.random_get_int(0, self.room_min_size, self.room_max_size)
height = libtcod.random_get_int(0, self.room_min_size, self.room_max_size)
#random position without going out of the boundaries of the map
x = libtcod.random_get_int(0, 0, self.length - width - 1)
y = libtcod.random_get_int(0, 0, self.width - height - 1)
new_room = Rect(x, y, width, height)
if not self.check_room_overlap(rooms, new_room):
rooms.append(new_room)
new_x, new_y = new_room.center()
if num_rooms > 0:
prev_x, prev_y = rooms[num_rooms - 1].center()
if libtcod.random_get_int(0, 0, 1) == 1:
self.create_h_tunnel(prev_x, new_x, prev_y)
self.create_v_tunnel(prev_y, new_y, new_x)
else:
self.create_v_tunnel(prev_y, new_y, prev_x)
self.create_h_tunnel(prev_x, new_x, new_y)
num_rooms += 1
for room in rooms:
self.create_room(room)
def create_h_tunnel(self, x1, x2, y):
for x in range(min(x1, x2), max(x1, x2)):
self._map[y][x] = FT_FLOOR()
def create_v_tunnel(self, y1, y2, x):
for y in range(min(y1, y2), max(y1, y2)):
self._map[y][x] = FT_FLOOR()
def check_room_overlap(self, rooms, new_room):
for room in rooms:
if room.intersect(new_room): return True
return False
def create_room(self, room):
for x in range(room.x1 + 1, room.x2):
for y in range(room.y1 + 1, room.y2):
self._map[y][x] = FT_FLOOR()
def finish(self):
self.generate_border()
return self._map
class StaticGenerator(AbstractGenerator):
def __init__(self):
pass
def generate(self):
pass
def finish(self):
return parse_string([
'#######################',
'## ## ## ## ## ## ## ##',
'# #',
'######### #########',
'### +++ ### ###',
'### ### +++ ###',
'###+##### ####+####',
'##+######## ######+####',
'# #',
'# # # # # #',
'# # # # # #',
'# #',
'#######################'
])