#!/usr/bin/env python3 # Eryn Wells import logging import numpy as np import tcod from .geometry import Point, Rect, Size from .tile import Floor, Wall from typing import List LOG = logging.getLogger('map') 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() def tile_is_in_bounds(self, point: Point) -> bool: return 0 <= point.x < self.size.width and 0 <= point.y < self.size.height def tile_is_walkable(self, point: Point) -> bool: return self.tiles[point.x, point.y]['walkable'] def generate_partitions(self): 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, max_horizontal_ratio=1.5, max_vertical_ratio=1.5) return bsp.pre_order() def generate_rooms(self, partitions): rooms = [] # For nicer debug logging indent = 0 for node in partitions: if node.children: if LOG.getEffectiveLevel() == logging.DEBUG: LOG.debug(f'{" " * indent}{Rect(node.x, node.y, node.width, node.height)}') indent += 2 # 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}') rooms.append(room) if LOG.getEffectiveLevel() == logging.DEBUG: indent -= 2 return rooms def update_tiles(self): # Fill the whole map with walls width, height = self.size.as_tuple self.tiles[0:width, 0:height] = Wall # 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 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"]