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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