Carve walls and floors out of Empty tiles
Walls fill all the Empty tiles around Floors, including rooms and hallways.
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1 changed files with 75 additions and 11 deletions
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@ -5,9 +5,9 @@ import logging
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import numpy as np
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import numpy as np
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import random
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import random
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import tcod
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import tcod
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from .geometry import Point, Rect, Size
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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 .tile import Empty, Floor, Wall
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from typing import List, Optional
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from typing import Iterator, List, Optional
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LOG = logging.getLogger('map')
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LOG = logging.getLogger('map')
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@ -93,20 +93,25 @@ class RoomsAndCorridorsGenerator(MapGenerator):
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# For nicer debug logging
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# For nicer debug logging
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indent = 0
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indent = 0
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room_attrname = f'{__class__.__name__}.room'
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for node in bsp.post_order():
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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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node_bounds = self.__rect_from_bsp_node(node)
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if node.children:
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if node.children:
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LOG.debug(f'{" " * indent}{node_bounds}')
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LOG.debug(f'{" " * indent}{node_bounds}')
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left_node_bounds = self.__rect_from_bsp_node(node.children[0])
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left_room: RectangularRoom = getattr(node.children[0], room_attrname)
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right_node_bounds = self.__rect_from_bsp_node(node.children[1])
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right_room: RectangularRoom = getattr(node.children[1], room_attrname)
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LOG.debug(f'{" " * indent} left:{node.children[0]}, {left_node_bounds}')
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left_room_bounds = left_room.bounds
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LOG.debug(f'{" " * indent}right:{node.children[1]}, {right_node_bounds}')
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right_room_bounds = right_room.bounds
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start_point = left_node_bounds.midpoint
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LOG.debug(f'{" " * indent} left:{node.children[0]}, {left_room_bounds}')
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end_point = right_node_bounds.midpoint
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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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# Randomly choose whether to move horizontally then vertically or vice versa
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if random.random() < 0.5:
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if random.random() < 0.5:
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@ -115,8 +120,8 @@ class RoomsAndCorridorsGenerator(MapGenerator):
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corner = Point(start_point.x, end_point.y)
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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}Digging tunnel between {start_point} and {end_point} with corner {corner}')
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LOG.debug(f'{" " * indent}`-> start:{left_node_bounds}')
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LOG.debug(f'{" " * indent}`-> start:{left_room_bounds}')
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LOG.debug(f'{" " * indent}`-> end:{right_node_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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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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tiles[x, y] = Floor
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@ -141,15 +146,58 @@ class RoomsAndCorridorsGenerator(MapGenerator):
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LOG.debug(f'{" " * indent}`-> {bounds}')
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LOG.debug(f'{" " * indent}`-> {bounds}')
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room = RectangularRoom(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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rooms.append(room)
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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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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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self.rooms = rooms
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for room in 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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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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self.tiles = tiles
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@ -170,5 +218,21 @@ class RectangularRoom:
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def center(self) -> Point:
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def center(self) -> Point:
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return self.bounds.midpoint
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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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def __repr__(self) -> str:
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return f'{self.__class__.__name__}({self.bounds})'
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return f'{self.__class__.__name__}({self.bounds})'
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