Move map modules to their own directory
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2 changed files with 47 additions and 17 deletions
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@ -7,21 +7,22 @@ from typing import Iterator, List, Optional
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import numpy as np
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import tcod
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from . import log
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from .geometry import Direction, Point, Rect, Size
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from .. import log
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from ..geometry import Direction, Point, Rect, Size
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from .tile import Empty, Floor, Shroud, Wall
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class Map:
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def __init__(self, size: Size):
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def __init__(self, size: Size, room_generator_class=RoomsAndCorridorsGenerator):
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self.size = size
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self.generator = RoomsAndCorridorsGenerator(size=size)
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self.generator = room_generator_class(size=size)
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self.tiles = self.generator.generate()
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# Map tiles that are currently visible to the player
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self.visible = np.full(tuple(self.size), fill_value=False, order='F')
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self.visible = np.full(tuple(self.size), fill_value=True, order='F')
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# Map tiles that the player has explored
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self.explored = np.full(tuple(self.size), fill_value=False, order='F')
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self.explored = np.full(tuple(self.size), fill_value=True, order='F')
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@property
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def rooms(self) -> List['Room']:
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@ -54,6 +55,7 @@ class Map:
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choicelist=[self.tiles['light'], self.tiles['dark']],
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default=Shroud)
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class MapGenerator:
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def __init__(self, *, size: Size):
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self.size = size
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@ -73,6 +75,7 @@ class MapGenerator:
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'''
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raise NotImplementedError()
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class RoomsAndCorridorsGenerator(MapGenerator):
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'''Generate a rooms-and-corridors style map with BSP.'''
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@ -82,8 +85,8 @@ class RoomsAndCorridorsGenerator(MapGenerator):
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maximum_room_size: Size
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DefaultConfiguration = Configuration(
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minimum_room_size=Size(5, 5),
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maximum_room_size=Size(15, 15),
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minimum_room_size=Size(7, 7),
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maximum_room_size=Size(20, 20),
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)
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def __init__(self, *, size: Size, config: Optional[Configuration] = None):
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@ -104,11 +107,16 @@ class RoomsAndCorridorsGenerator(MapGenerator):
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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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# Add 2 to the minimum width and height to account for walls
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gap_for_walls = 2
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bsp.split_recursive(
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depth=4,
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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=3, max_vertical_ratio=3)
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min_width=minimum_room_size.width + gap_for_walls,
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min_height=minimum_room_size.height + gap_for_walls,
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max_horizontal_ratio=1.1,
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max_vertical_ratio=1.1
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)
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tiles = np.full(tuple(self.size), fill_value=Empty, order='F')
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@ -141,7 +149,8 @@ class RoomsAndCorridorsGenerator(MapGenerator):
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else:
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corner = Point(start_point.x, end_point.y)
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log.MAP.debug('Digging a tunnel between %s and %s with corner %s', start_point, end_point, corner)
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log.MAP.debug(
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'Digging a tunnel between %s and %s with corner %s', start_point, end_point, corner)
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log.MAP.debug('|-> start: %s', left_room_bounds)
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log.MAP.debug('`-> end: %s', right_room_bounds)
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@ -155,10 +164,19 @@ class RoomsAndCorridorsGenerator(MapGenerator):
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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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width_range = (
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minimum_room_size.width,
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min(maximum_room_size.width, max(
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minimum_room_size.width, node.width - 2))
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)
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height_range = (
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minimum_room_size.height,
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min(maximum_room_size.height, max(
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minimum_room_size.height, node.height - 2))
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)
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size = Size(self.rng.randint(*width_range), self.rng.randint(*height_range))
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size = Size(self.rng.randint(*width_range),
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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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@ -193,7 +211,8 @@ class RoomsAndCorridorsGenerator(MapGenerator):
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bounds = room.bounds
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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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tiles[floor_rect.min_x:floor_rect.max_x + 1,
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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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@ -215,6 +234,16 @@ class RoomsAndCorridorsGenerator(MapGenerator):
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'''Create a Rect from the given BSP node object'''
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return Rect(Point(node.x, node.y), Size(node.width, node.height))
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class ElbowCorridorGenerator:
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...
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class NetHackCorridorGenerator:
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'''A corridor generator that produces doors and corridors that look like Nethack's Dungeons of Doom levels.'''
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...
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class Room:
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'''An abstract room. It can be any size or shape.'''
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@ -222,6 +251,7 @@ class Room:
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def walkable_tiles(self) -> Iterator[Point]:
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raise NotImplementedError()
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class RectangularRoom(Room):
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'''A rectangular room defined by a Rect.
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@ -241,7 +271,7 @@ class RectangularRoom(Room):
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return self.bounds.midpoint
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@property
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def walkable_tiles(self) -> Rect:
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def walkable_tiles(self) -> Iterator[Point]:
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floor_rect = self.bounds.inset_rect(top=1, right=1, bottom=1, left=1)
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for y in range(floor_rect.min_y, floor_rect.max_y + 1):
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for x in range(floor_rect.min_x, floor_rect.max_x + 1):
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