Move map generation into a new MapGenerator subclass; add RoomsAndCorridorsGenerator to uses BSP
This commit is contained in:
parent
a54828c7fb
commit
a072ad507e
2 changed files with 72 additions and 46 deletions
|
@ -28,9 +28,10 @@ class Engine:
|
|||
map_size = configuration.map_size
|
||||
self.map = Map(map_size)
|
||||
|
||||
first_room = self.map.rooms[0]
|
||||
player_start_position = first_room.midpoint
|
||||
first_room = self.map.generator.rooms[0]
|
||||
player_start_position = first_room.center
|
||||
self.player = Entity('@', position=player_start_position, fg=tcod.white)
|
||||
|
||||
self.entities: AbstractSet[Entity] = {self.player}
|
||||
for _ in range(self.rng.randint(1, 15)):
|
||||
position = Point(self.rng.randint(0, map_size.width), self.rng.randint(0, map_size.height))
|
||||
|
|
|
@ -6,7 +6,7 @@ import numpy as np
|
|||
import tcod
|
||||
from .geometry import Point, Rect, Size
|
||||
from .tile import Floor, Wall
|
||||
from typing import List
|
||||
from typing import List, Optional
|
||||
|
||||
LOG = logging.getLogger('map')
|
||||
|
||||
|
@ -14,16 +14,8 @@ class Map:
|
|||
def __init__(self, size: Size):
|
||||
self.size = size
|
||||
|
||||
self.tiles = np.full(self.size.as_tuple, fill_value=Floor, order="F")
|
||||
|
||||
self.rng = tcod.random.Random()
|
||||
|
||||
# BSP partitions
|
||||
self.partitions = list(self.generate_partitions())
|
||||
# Rooms, which are always some small portion of the above partitions.
|
||||
self.rooms: List[Rect] = self.generate_rooms(self.partitions)
|
||||
|
||||
self.update_tiles()
|
||||
self.generator = RoomsAndCorridorsGenerator(size=size)
|
||||
self.tiles = self.generator.generate()
|
||||
|
||||
def tile_is_in_bounds(self, point: Point) -> bool:
|
||||
return 0 <= point.x < self.size.width and 0 <= point.y < self.size.height
|
||||
|
@ -31,22 +23,61 @@ class Map:
|
|||
def tile_is_walkable(self, point: Point) -> bool:
|
||||
return self.tiles[point.x, point.y]['walkable']
|
||||
|
||||
def generate_partitions(self):
|
||||
def print_to_console(self, console: tcod.Console) -> None:
|
||||
size = self.size
|
||||
console.tiles_rgb[0:size.width, 0:size.height] = self.tiles["dark"]
|
||||
|
||||
class MapGenerator:
|
||||
def __init__(self, *, size: Size):
|
||||
self.size = size
|
||||
|
||||
def generate(self) -> np.ndarray:
|
||||
'''
|
||||
Generate a tile grid
|
||||
|
||||
Subclasses should implement this and fill in their specific map
|
||||
generation algorithm.
|
||||
'''
|
||||
raise NotImplementedError()
|
||||
|
||||
class RoomsAndCorridorsGenerator(MapGenerator):
|
||||
'''Generate a rooms-and-corridors style map with BSP.'''
|
||||
|
||||
class Configuration:
|
||||
def __init__(self, min_room_size: Size):
|
||||
self.minimum_room_size = min_room_size
|
||||
|
||||
DefaultConfiguration = Configuration(
|
||||
min_room_size=Size(8, 8)
|
||||
)
|
||||
|
||||
def __init__(self, *, size: Size, config: Optional[Configuration] = None):
|
||||
super().__init__(size=size)
|
||||
self.configuration = config if config else RoomsAndCorridorsGenerator.DefaultConfiguration
|
||||
|
||||
self.rng = tcod.random.Random()
|
||||
|
||||
self.rooms: List['RectanularRoom'] = []
|
||||
self.tiles: Optional[np.ndarray] = None
|
||||
|
||||
def generate(self) -> np.ndarray:
|
||||
if self.tiles:
|
||||
return self.tiles
|
||||
|
||||
minimum_room_size = self.configuration.minimum_room_size
|
||||
|
||||
# Recursively divide the map into squares of various sizes to place rooms in.
|
||||
bsp = tcod.bsp.BSP(x=0, y=0, width=self.size.width, height=self.size.height)
|
||||
# TODO: Parameterize this. Maybe a MapConfiguration class?
|
||||
bsp.split_recursive(
|
||||
depth=4,
|
||||
min_width=8, min_height=8,
|
||||
min_width=minimum_room_size.width, min_height=minimum_room_size.height,
|
||||
max_horizontal_ratio=1.5, max_vertical_ratio=1.5)
|
||||
return bsp.pre_order()
|
||||
|
||||
def generate_rooms(self, partitions):
|
||||
rooms = []
|
||||
|
||||
# Generate the rooms
|
||||
rooms: List[RectangularRoom] = []
|
||||
# For nicer debug logging
|
||||
indent = 0
|
||||
|
||||
for node in partitions:
|
||||
for node in bsp.pre_order():
|
||||
if node.children:
|
||||
if LOG.getEffectiveLevel() == logging.DEBUG:
|
||||
LOG.debug(f'{" " * indent}{Rect(node.x, node.y, node.width, node.height)}')
|
||||
|
@ -54,42 +85,36 @@ class Map:
|
|||
# TODO: Connect the two child rooms
|
||||
else:
|
||||
LOG.debug(f'{" " * indent}{Rect(node.x, node.y, node.width, node.height)} (room)')
|
||||
|
||||
size = Size(self.rng.randint(5, min(15, max(5, node.width - 2))),
|
||||
self.rng.randint(5, min(15, max(5, node.height - 2))))
|
||||
origin = Point(node.x + self.rng.randint(1, max(1, node.width - size.width - 1)),
|
||||
node.y + self.rng.randint(1, max(1, node.height - size.height - 1)))
|
||||
room = Rect(origin.x, origin.y, size.width, size.height)
|
||||
LOG.debug(f'{" " * indent}`-> {room}')
|
||||
node.y + self.rng.randint(1, max(1, node.height - size.height - 1)))
|
||||
bounds = Rect(origin.x, origin.y, size.width, size.height)
|
||||
|
||||
LOG.debug(f'{" " * indent}`-> {bounds}')
|
||||
|
||||
room = RectangularRoom(bounds)
|
||||
rooms.append(room)
|
||||
|
||||
if LOG.getEffectiveLevel() == logging.DEBUG:
|
||||
indent -= 2
|
||||
|
||||
return rooms
|
||||
self.rooms = rooms
|
||||
|
||||
def update_tiles(self):
|
||||
# Fill the whole map with walls
|
||||
width, height = self.size.as_tuple
|
||||
self.tiles[0:width, 0:height] = Wall
|
||||
tiles = np.full(self.size.as_tuple, fill_value=Wall, order='F')
|
||||
for room in rooms:
|
||||
bounds = room.bounds
|
||||
tiles[bounds.min_x:bounds.max_x, bounds.min_y:bounds.max_y] = Floor
|
||||
|
||||
# Dig out rooms
|
||||
for room in self.rooms:
|
||||
for y in range(room.min_y, room.max_y + 1):
|
||||
for x in range(room.min_x, room.max_x + 1):
|
||||
self.tiles[x, y] = Floor
|
||||
self.tiles = tiles
|
||||
|
||||
def print_to_console(self, console: tcod.Console) -> None:
|
||||
# for part in self.partitions:
|
||||
# console.draw_frame(part.x, part.y, part.width, part.height, bg=(40, 40, 80), clear=True, decoration="···· ····")
|
||||
|
||||
# for room in self.rooms:
|
||||
# console.draw_frame(room.origin.x, room.origin.y, room.size.width, room.size.height,
|
||||
# fg=(255, 255, 255), bg=(80, 40, 40), clear=True)
|
||||
|
||||
size = self.size
|
||||
console.tiles_rgb[0:size.width, 0:size.height] = self.tiles["dark"]
|
||||
return tiles
|
||||
|
||||
class RectangularRoom:
|
||||
def __init__(self, bounds: Rect):
|
||||
self.bounds = bounds
|
||||
|
||||
@property
|
||||
def center(self) -> Point:
|
||||
return self.bounds.midpoint
|
Loading…
Add table
Add a link
Reference in a new issue