Merge branch 'diggin-tunnels'
This commit is contained in:
commit
0b577ad5ea
7 changed files with 224 additions and 35 deletions
53
bsp_visualizer.py
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53
bsp_visualizer.py
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@ -0,0 +1,53 @@
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#!/usr/bin/env python3
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# Eryn Wells <eryn@erynwells.me>
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import argparse
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import tcod
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def parse_args(argv, *a, **kw):
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parser = argparse.ArgumentParser(*a, **kw)
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parser.add_argument('width', type=int)
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parser.add_argument('height', type=int)
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args = parser.parse_args(argv)
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return args
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def main(argv):
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args = parse_args(argv[1:], prog=argv[0])
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bsp = tcod.bsp.BSP(0, 0, args.width, args.height)
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bsp.split_recursive(
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depth=3,
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min_width=5, min_height=5,
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max_vertical_ratio=1.5, max_horizontal_ratio=1.5
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)
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node_names = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'
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current_node_name_index = 0
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print('digraph {')
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for node in bsp.post_order():
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try:
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node_name = getattr(node, 'viz_name')
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except AttributeError:
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node_name = node_names[current_node_name_index]
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setattr(node, 'viz_name', node_name)
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bounds = (node.x, node.y, node.width, node.height)
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print(f' {node_name} [label=\"{current_node_name_index}: {bounds}\"]')
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current_node_name_index += 1
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if node.children:
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node_name = getattr(node, 'viz_name')
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left_child_name = getattr(node.children[0], 'viz_name')
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right_child_name = getattr(node.children[1], 'viz_name')
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print(f' {node_name} -> {left_child_name}')
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print(f' {node_name} -> {right_child_name}')
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print('}')
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if __name__ == '__main__':
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import sys
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result = main(sys.argv)
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sys.exit(0 if not result else result)
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@ -2,7 +2,12 @@
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# Eryn Wells <eryn@erynwells.me>
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import logging
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from .geometry import Vector
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from .geometry import Direction
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from typing import TYPE_CHECKING
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if TYPE_CHECKING:
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from .engine import Engine
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from .object import Entity
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LOG = logging.getLogger('events')
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@ -26,16 +31,6 @@ class RegenerateRoomsAction(Action):
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...
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class MovePlayerAction(Action):
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class Direction:
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North = Vector(0, -1)
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NorthEast = Vector(1, -1)
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East = Vector(1, 0)
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SouthEast = Vector(1, 1)
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South = Vector(0, 1)
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SouthWest = Vector(-1, 1)
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West = Vector(-1, 0)
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NorthWest = Vector(-1, -1)
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def __init__(self, direction: Direction):
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self.direction = direction
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@ -33,8 +33,8 @@ class Engine:
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self.player = Entity('@', position=player_start_position, fg=tcod.white)
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self.entities: AbstractSet[Entity] = {self.player}
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for _ in range(self.rng.randint(1, 15)):
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position = Point(self.rng.randint(0, map_size.width), self.rng.randint(0, map_size.height))
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for _ in range(self.rng.randint(5, 15)):
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position = self.map.random_walkable_position()
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self.entities.add(Entity('@', position=position, fg=tcod.yellow))
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def handle_event(self, event: tcod.event.Event):
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@ -3,6 +3,7 @@
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import tcod
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from .actions import Action, ExitAction, MovePlayerAction, RegenerateRoomsAction
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from .geometry import Direction
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from typing import Optional
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class EventHandler(tcod.event.EventDispatch[Action]):
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@ -15,13 +16,13 @@ class EventHandler(tcod.event.EventDispatch[Action]):
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sym = event.sym
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if sym == tcod.event.KeySym.h:
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action = MovePlayerAction(MovePlayerAction.Direction.West)
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action = MovePlayerAction(Direction.West)
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elif sym == tcod.event.KeySym.j:
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action = MovePlayerAction(MovePlayerAction.Direction.South)
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action = MovePlayerAction(Direction.South)
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elif sym == tcod.event.KeySym.k:
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action = MovePlayerAction(MovePlayerAction.Direction.North)
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action = MovePlayerAction(Direction.North)
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elif sym == tcod.event.KeySym.l:
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action = MovePlayerAction(MovePlayerAction.Direction.East)
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action = MovePlayerAction(Direction.East)
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elif sym == tcod.event.KeySym.SPACE:
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action = RegenerateRoomsAction()
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@ -18,6 +18,10 @@ class Point:
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raise TypeError('Only Vector can be added to a Point')
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return Point(self.x + other.dx, self.y + other.dy)
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def __iter__(self):
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yield self.x
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yield self.y
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def __str__(self):
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return f'(x:{self.x}, y:{self.y})'
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@ -26,14 +30,32 @@ class Vector:
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dx: int = 0
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dy: int = 0
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def __iter__(self):
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yield self.dx
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yield self.dy
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def __str__(self):
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return f'(δx:{self.x}, δy:{self.y})'
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class Direction:
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North = Vector(0, -1)
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NorthEast = Vector(1, -1)
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East = Vector(1, 0)
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SouthEast = Vector(1, 1)
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South = Vector(0, 1)
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SouthWest = Vector(-1, 1)
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West = Vector(-1, 0)
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NorthWest = Vector(-1, -1)
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@dataclass(frozen=True)
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class Size:
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width: int = 0
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height: int = 0
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def __iter__(self):
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yield self.width
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yield self.height
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def __str__(self):
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return f'(w:{self.width}, h:{self.height})'
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@ -76,6 +98,18 @@ class Rect:
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def midpoint(self) -> Point:
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return Point(self.mid_x, self.mid_y)
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def inset_rect(self, top: int = 0, right: int = 0, bottom: int = 0, left: int = 0) -> 'Rect':
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'''
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Return a new Rect inset from this rect by the specified values. Arguments are listed in clockwise order around
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the permeter. This method doesn't do any validation or transformation of the returned Rect to make sure it's
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valid.
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'''
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return Rect(Point(self.origin.x + left, self.origin.y + top),
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Size(self.size.width - right - left, self.size.height - top - bottom))
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def __iter__(self):
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yield tuple(self.origin)
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yield tuple(self.size)
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def __str__(self):
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return f'[{self.origin}, {self.size}]'
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@ -3,10 +3,11 @@
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import logging
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import numpy as np
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import random
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import tcod
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from .geometry import Point, Rect, Size
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from .tile import Floor, Wall
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from typing import List, Optional
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from .geometry import Direction, Point, Rect, Size
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from .tile import Empty, Floor, Wall
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from typing import Iterator, List, Optional
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LOG = logging.getLogger('map')
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@ -17,6 +18,14 @@ class Map:
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self.generator = RoomsAndCorridorsGenerator(size=size)
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self.tiles = self.generator.generate()
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def random_walkable_position(self) -> Point:
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# TODO: Include hallways
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random_room: RectangularRoom = random.choice(self.generator.rooms)
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floor = random_room.floor_bounds
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random_position_in_room = Point(random.randint(floor.min_x, floor.max_x),
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random.randint(floor.min_y, floor.max_y))
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return random_position_in_room
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def tile_is_in_bounds(self, point: Point) -> bool:
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return 0 <= point.x < self.size.width and 0 <= point.y < self.size.height
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@ -44,11 +53,13 @@ class RoomsAndCorridorsGenerator(MapGenerator):
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'''Generate a rooms-and-corridors style map with BSP.'''
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class Configuration:
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def __init__(self, min_room_size: Size):
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def __init__(self, min_room_size: Size, max_room_size: Size):
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self.minimum_room_size = min_room_size
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self.maximum_room_size = max_room_size
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DefaultConfiguration = Configuration(
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min_room_size=Size(8, 8)
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min_room_size=Size(5, 5),
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max_room_size=Size(15, 15),
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)
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def __init__(self, *, size: Size, config: Optional[Configuration] = None):
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@ -57,7 +68,7 @@ class RoomsAndCorridorsGenerator(MapGenerator):
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self.rng: tcod.random.Random = tcod.random.Random()
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self.rooms: List['RectanularRoom'] = []
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self.rooms: List['RectangularRoom'] = []
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self.tiles: Optional[np.ndarray] = None
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def generate(self) -> np.ndarray:
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@ -65,33 +76,69 @@ class RoomsAndCorridorsGenerator(MapGenerator):
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return self.tiles
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minimum_room_size = self.configuration.minimum_room_size
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maximum_room_size = self.configuration.maximum_room_size
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# Recursively divide the map into squares of various sizes to place rooms in.
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bsp = tcod.bsp.BSP(x=0, y=0, width=self.size.width, height=self.size.height)
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bsp.split_recursive(
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depth=4,
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min_width=minimum_room_size.width, min_height=minimum_room_size.height,
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# Add 2 to the minimum width and height to account for walls
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min_width=minimum_room_size.width + 2, min_height=minimum_room_size.height + 2,
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max_horizontal_ratio=1.5, max_vertical_ratio=1.5)
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tiles = np.full(tuple(self.size), fill_value=Wall, order='F')
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tiles = np.full(tuple(self.size), fill_value=Empty, order='F')
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# Generate the rooms
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rooms: List['RectangularRoom'] = []
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# For nicer debug logging
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indent = 0
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for node in bsp.pre_order():
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room_attrname = f'{__class__.__name__}.room'
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for node in bsp.post_order():
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node_bounds = self.__rect_from_bsp_node(node)
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if node.children:
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if LOG.getEffectiveLevel() == logging.DEBUG:
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LOG.debug(f'{" " * indent}{node_bounds}')
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indent += 2
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# TODO: Connect the two child rooms
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LOG.debug(f'{" " * indent}{node_bounds}')
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left_room: RectangularRoom = getattr(node.children[0], room_attrname)
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right_room: RectangularRoom = getattr(node.children[1], room_attrname)
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left_room_bounds = left_room.bounds
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right_room_bounds = right_room.bounds
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LOG.debug(f'{" " * indent} left:{node.children[0]}, {left_room_bounds}')
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LOG.debug(f'{" " * indent}right:{node.children[1]}, {right_room_bounds}')
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start_point = left_room_bounds.midpoint
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end_point = right_room_bounds.midpoint
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# Randomly choose whether to move horizontally then vertically or vice versa
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if random.random() < 0.5:
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corner = Point(end_point.x, start_point.y)
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else:
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corner = Point(start_point.x, end_point.y)
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LOG.debug(f'{" " * indent}Digging tunnel between {start_point} and {end_point} with corner {corner}')
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LOG.debug(f'{" " * indent}`-> start:{left_room_bounds}')
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LOG.debug(f'{" " * indent}`-> end:{right_room_bounds}')
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for x, y in tcod.los.bresenham(tuple(start_point), tuple(corner)).tolist():
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tiles[x, y] = Floor
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for x, y in tcod.los.bresenham(tuple(corner), tuple(end_point)).tolist():
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tiles[x, y] = Floor
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indent += 2
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else:
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LOG.debug(f'{" " * indent}{node_bounds} (room) {node}')
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size = Size(self.rng.randint(5, min(15, max(5, node.width - 2))),
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self.rng.randint(5, min(15, max(5, node.height - 2))))
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# Generate a room size between minimum_room_size and maximum_room_size. The minimum value is
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# straight-forward, but the maximum value needs to be clamped between minimum_room_size and the size of
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# the node.
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width_range = (minimum_room_size.width, min(maximum_room_size.width, max(minimum_room_size.width, node.width - 2)))
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height_range = (minimum_room_size.height, min(maximum_room_size.height, max(minimum_room_size.height, node.height - 2)))
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size = Size(self.rng.randint(*width_range), self.rng.randint(*height_range))
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origin = Point(node.x + self.rng.randint(1, max(1, node.width - size.width - 1)),
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node.y + self.rng.randint(1, max(1, node.height - size.height - 1)))
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bounds = Rect(origin, size)
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@ -99,16 +146,58 @@ class RoomsAndCorridorsGenerator(MapGenerator):
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LOG.debug(f'{" " * indent}`-> {bounds}')
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room = RectangularRoom(bounds)
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setattr(node, room_attrname, room)
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rooms.append(room)
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if LOG.getEffectiveLevel() == logging.DEBUG:
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indent -= 2
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if not hasattr(node.parent, room_attrname):
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setattr(node.parent, room_attrname, room)
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elif random.random() < 0.5:
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setattr(node.parent, room_attrname, room)
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indent -= 2
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# Pass up a random child room so that parent nodes can connect subtrees to each other.
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parent = node.parent
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if parent:
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node_room = getattr(node, room_attrname)
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if not hasattr(node.parent, room_attrname):
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setattr(node.parent, room_attrname, node_room)
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elif random.random() < 0.5:
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setattr(node.parent, room_attrname, node_room)
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self.rooms = rooms
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for room in rooms:
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for wall_position in room.walls:
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if tiles[wall_position.x, wall_position.y] != Floor:
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tiles[wall_position.x, wall_position.y] = Wall
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bounds = room.bounds
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tiles[bounds.min_x:bounds.max_x, bounds.min_y:bounds.max_y] = Floor
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# The range of a numpy array slice is [a, b).
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floor_rect = bounds.inset_rect(top=1, right=1, bottom=1, left=1)
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tiles[floor_rect.min_x:floor_rect.max_x + 1, floor_rect.min_y:floor_rect.max_y + 1] = Floor
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for y in range(self.size.height):
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for x in range(self.size.width):
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pos = Point(x, y)
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if tiles[x, y] != Floor:
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continue
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neighbors = [
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pos + Direction.North,
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pos + Direction.NorthEast,
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pos + Direction.East,
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pos + Direction.SouthEast,
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pos + Direction.South,
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pos + Direction.SouthWest,
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pos + Direction.West,
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pos + Direction.NorthWest,
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]
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for neighbor in neighbors:
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if tiles[neighbor.x, neighbor.y] != Empty:
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continue
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tiles[neighbor.x, neighbor.y] = Wall
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self.tiles = tiles
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@ -129,5 +218,21 @@ class RectangularRoom:
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def center(self) -> Point:
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return self.bounds.midpoint
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@property
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def floor_bounds(self) -> Rect:
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return self.bounds.inset_rect(top=1, right=1, bottom=1, left=1)
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@property
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def walls(self) -> Iterator[Point]:
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bounds = self.bounds
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min_y = bounds.min_y
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max_y = bounds.max_y
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min_x = bounds.min_x
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max_x = bounds.max_x
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for y in range(min_y, max_y + 1):
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for x in range(min_x, max_x + 1):
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if y == min_y or y == max_y or x == min_x or x == max_x:
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yield Point(x, y)
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def __repr__(self) -> str:
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return f'{self.__class__.__name__}({self.bounds})'
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@ -25,5 +25,6 @@ tile_datatype = np.dtype([
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def tile(*, walkable: int, transparent: int, dark: Tuple[int, Tuple[int, int, int], Tuple[int, int ,int]]) -> np.ndarray:
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return np.array((walkable, transparent, dark), dtype=tile_datatype)
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Empty = tile(walkable=False, transparent=False, dark=(ord(' '), (255, 255, 255), (0, 0, 0)))
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Floor = tile(walkable=True, transparent=True, dark=(ord(' '), (255, 255, 255), (50, 50, 150)))
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Wall = tile(walkable=False, transparent=False, dark=(ord(' '), (255, 255, 255), (0, 0, 150)))
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