Commit graph

17 commits

Author SHA1 Message Date
b0d91c9c5d Refactor how maps, rooms, and corridors are generated
- Rect and Room method objects no longer need to know the map size up front
- The Map object has lists of interesting map features (I don't like this)
- Room and corridor generators take the map itself as an argument to their
  generate and apply methods
- Create a Corridor object to hold a list of points
- Add a bunch of documentation here and there
2023-03-11 00:06:47 -08:00
ee1c6f2222 Remove the RandomRectRoomGenerator 2023-03-06 19:33:50 -08:00
fd068268f5 Move the BSP implementation to BSPRectMethod 2023-03-06 19:33:34 -08:00
635aea5e3b Add cellular atomata to the map generator finally!
Use the new map generator mechanism to generate rooms via cellular
atomata. Create a new CellularAtomatonRoomMethod class that uses
the Cellular Atomton class to create a room. Add a FreefromRoom class
that draws a room based on an ndarray of tiles.

Along the way I discovered I have misunderstood how numpy arrays
organize rows and columns. The numpy array creation routines take an
'order' argument that specifies whether arrays should be in C order (row
major) or Fortran order (column major). Fortran order lets you index
arrays with a more natural [x, y] coordinate order, and that's what the
tutorials I've read have shown. So I've been using that. When I was
developing the Cellular Atomaton, I wrote some code that assumed row-
major order. I think I want to move everything to row-major / C-style,
but that will take a bit more time.
2023-03-05 18:40:02 -08:00
dd8b0364e0 Break RoomGenerators into Rect and Room methods
A RoomGenerator is now made up of two "method" classes that do separate
things:

1. A RectMethod takes the size of the area to generate and creates an
   iterable stream of Rects to fill that area.
2. A RoomMethod takes a Rect and creates a room inside of it.

These two components are composable in interesting ways, and allow a
more data-driven approach to map generation, though I don't yet have the
ability to make this mechansim entirely data-driven.
2023-03-05 16:53:00 -08:00
c17258bd73 Some x/y -> numpy_index changes 2023-03-05 14:26:52 -08:00
e2553cca3b Clean up RoomGenerator.Configuration 2023-03-04 11:08:11 -08:00
a83b85b7a0 Add one stray import to map.generator.room 2023-02-20 18:02:21 -08:00
706a244382 Fix up some imports in map.generator.room 2023-02-19 19:13:19 -08:00
21c3b5d94f Small bit of reformatting and type checking 2023-02-19 18:22:45 -08:00
37ffa423b6 Pass the whole Map into MapGenerator.generate 2023-02-18 22:55:20 -08:00
d8275725b8 Allow many more (30) attempts at generating a random rect for the RandomRectRoomGenerator 2023-02-12 14:28:42 -08:00
0d0c5a2b35 Remove this unused DefaultConfiguration class variable 2023-02-10 21:13:16 -08:00
85b059dbd4 Add two new room generators
- OneBigRoomGenerator
- RandomRectRoomGenerator
2023-02-10 21:12:42 -08:00
9d00f3b638 Promote BSPRoomGenerator.Configuration to RoomGenerator.Configuration
This configuration object can actually apply to all room generators.

Notably: copy the default configuration object before setting it to self.configuration.
2023-02-10 21:12:12 -08:00
c59dc1b907 Break up room and corridor generation into generate and apply phases
- Generate creates rooms and corridors, and apply applies them to a tile grid.
- Add up and down stairs generation to the Room Generators.
- Clean up Room.wall_points and Room.floor_points to make it easier to
  write a generic apply() method on RoomGenerator
2023-02-10 21:07:50 -08:00
9a04692539 Refactor map generator package
- Move room generators to map.generators.room
- Move corridor generators to map.generators.corridor

Generators have a generate() method that generates the things they place,
and an apply() method that applies their objects to a grid of tiles.
2023-02-09 16:07:29 -08:00