-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathprocgen.py
152 lines (118 loc) · 4.96 KB
/
procgen.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
from __future__ import annotations
import random
from typing import TYPE_CHECKING, Iterator, List, Tuple
import tcod
from numpy.random import rand
from tdl.map import bresenham
import entity_factories
import tile_types
from game_map import GameMap
if TYPE_CHECKING:
from engine import Engine
class RectangularRoom:
def __init__(self, x: int, y: int, width: int, height: int):
self.x1 = x
self.y1 = y
self.x2 = x + width
self.y2 = y + height
@property
def center(self) -> Tuple[int, int]:
center_x = int((self.x1 + self.x2) / 2)
center_y = int((self.y1 + self.y2) / 2)
return center_x, center_y
@property
def inner(self) -> Tuple[slice, slice]:
"""Return the inner area of this room as a 2D array index."""
return slice(self.x1 + 1, self.x2), slice(self.y1 + 1, self.y2)
def intersects(self, other: RectangularRoom) -> bool:
"""Return True if this room overlaps with another RectangularRoom."""
return (
self.x1 <= other.x2
and self.x2 >= other.x1
and self.y1 <= other.y2
and self.y2 >= other.y1
)
def place_entities(
room: RectangularRoom, dungeon: GameMap, maximum_monsters: int, maximum_items: int
) -> None:
number_of_monsters = random.randint(0, maximum_monsters)
number_of_items = random.randint(0, maximum_items)
for i in range(number_of_monsters):
x = random.randint(room.x1 + 1, room.x2 - 1)
y = random.randint(room.y1 + 1, room.y2 - 1)
if not any(entity.x == x and entity.y == y for entity in dungeon.entities):
if random.random() < 0.8:
entity_factories.orc.spawn(dungeon, x, y)
else:
entity_factories.troll.spawn(dungeon, x, y)
for i in range(number_of_items):
x = random.randint(room.x1 + 1, room.x2 - 1)
y = random.randint(room.y1 + 1, room.y2 - 1)
if not any(entity.x == x and entity.y == y for entity in dungeon.entities):
item_chance = random.random()
if item_chance < 0.7:
entity_factories.health_potion.spawn(dungeon, x, y)
elif item_chance < 0.8:
entity_factories.fireball_scroll.spawn(dungeon, x, y)
elif item_chance < 0.9:
entity_factories.confusion_scroll.spawn(dungeon, x, y)
else:
entity_factories.lightning_scroll.spawn(dungeon, x, y)
def tunnel_between(
start: Tuple[int, int], end: Tuple[int, int]
) -> Iterator[Tuple[int, int]]:
"""Return an L-shaped tunnel between these two points."""
x1, y1 = start
x2, y2 = end
if random.random() < 0.5: # 50% chance
# Move horizontally, then vertically.
corner_x, corner_y = x2, y1
else:
# Move vertically, then horizontally
corner_x, corner_y = x1, y2
# Generate the coordinates for this tunnel
for x, y in tcod.los.bresenham((x1, y1), (corner_x, corner_y)).tolist():
yield x, y
for x, y in tcod.los.bresenham((corner_x, corner_y), (x2, y2)).tolist():
yield x, y
def generate_dungeon(
max_rooms: int,
room_min_size: int,
room_max_size: int,
map_width: int,
map_height: int,
max_monsters_per_room: int,
max_items_per_room: int,
engine: Engine,
) -> GameMap:
"""Generate a new dungeon map."""
player = engine.player
dungeon = GameMap(engine, map_width, map_height, entities=[player])
rooms: List[RectangularRoom] = []
center_of_last_room = (0, 0)
for r in range(max_rooms):
room_width = random.randint(room_min_size, room_max_size)
room_height = random.randint(room_min_size, room_max_size)
x = random.randint(0, dungeon.width - room_width - 1)
y = random.randint(0, dungeon.height - room_height - 1)
# "RectangularRoom" class makes rectangles easier to work with
new_room = RectangularRoom(x, y, room_width, room_height)
# Run through the other rooms and see if they intersect with this one.
if any(new_room.intersects(other_room) for other_room in rooms):
continue # This room intersects, go to the next attempt.
# If there are no intersections then the room is valid.
# Dig out this rooms inner area.
dungeon.tiles[new_room.inner] = tile_types.floor
if len(rooms) == 0:
# The first room, where the player starts.
player.place(*new_room.center, dungeon)
else:
# Dig out a tunnel between this room and the previous one.
for x, y in tunnel_between(rooms[-1].center, new_room.center):
dungeon.tiles[x, y] = tile_types.floor
center_of_last_room = new_room.center
place_entities(new_room, dungeon, max_monsters_per_room, max_items_per_room)
dungeon.tiles[center_of_last_room] = tile_types.down_stairs
dungeon.downstairs_location = center_of_last_room
rooms.append(new_room)
return dungeon