going-rogue/erynrl/map/generator/room.py

235 lines
8 KiB
Python

import random
from copy import copy
from dataclasses import dataclass
from typing import List, Optional
import numpy as np
import tcod
from ... import log
from ...geometry import Point, Rect, Size
from ..room import Room, RectangularRoom
from ..tile import Empty, Floor, StairsUp, StairsDown, Wall
class RoomGenerator:
'''Abstract room generator class.'''
@dataclass
class Configuration:
number_of_rooms: int
minimum_room_size: Size
maximum_room_size: Size
DefaultConfiguration = Configuration(
number_of_rooms=30,
minimum_room_size=Size(7, 7),
maximum_room_size=Size(20, 20))
def __init__(self, *, size: Size, config: Optional[Configuration] = None):
self.size = size
self.configuration = config if config else copy(RoomGenerator.DefaultConfiguration)
self.rooms: List[Room] = []
self.up_stairs: List[Point] = []
self.down_stairs: List[Point] = []
def generate(self):
'''Generate rooms and stairs'''
did_generate_rooms = self._generate()
if did_generate_rooms:
self._generate_stairs()
def _generate(self) -> bool:
'''
Generate a list of rooms.
Subclasses should implement this and fill in their specific map
generation algorithm.
Returns
-------
np.ndarray
A two-dimensional array of tiles. Dimensions should match the given size.
'''
raise NotImplementedError()
def apply(self, tiles: np.ndarray):
'''Apply the generated rooms to a tile array'''
self._apply(tiles)
self._apply_stairs(tiles)
def _apply(self, tiles: np.ndarray):
'''
Apply the generated list of rooms to an array of tiles. Subclasses must implement this.
Arguments
---------
tiles: np.ndarray
The array of tiles to update.
'''
for room in self.rooms:
for pt in room.floor_points:
tiles[pt.x, pt.y] = Floor
for room in self.rooms:
for pt in room.wall_points:
if tiles[pt.x, pt.y] != Empty:
continue
tiles[pt.x, pt.y] = Wall
def _generate_stairs(self):
up_stair_room = random.choice(self.rooms)
down_stair_room = None
if len(self.rooms) >= 2:
while down_stair_room is None or down_stair_room == up_stair_room:
down_stair_room = random.choice(self.rooms)
else:
down_stair_room = up_stair_room
self.up_stairs.append(random.choice(list(up_stair_room.walkable_tiles)))
self.down_stairs.append(random.choice(list(down_stair_room.walkable_tiles)))
def _apply_stairs(self, tiles):
for pt in self.up_stairs:
tiles[pt.x, pt.y] = StairsUp
for pt in self.down_stairs:
tiles[pt.x, pt.y] = StairsDown
class OneBigRoomGenerator(RoomGenerator):
'''Generates one big room in the center of the map.'''
def _generate(self) -> bool:
if self.rooms:
return True
origin = Point(self.size.width // 4, self.size.height // 4)
size = Size(self.size.width // 2, self.size.height // 2)
room = RectangularRoom(Rect(origin, size))
self.rooms.append(room)
return True
class RandomRectRoomGenerator(RoomGenerator):
'''Generate rooms by repeatedly attempting to place rects of random size across the map.'''
NUMBER_OF_ATTEMPTS_PER_ROOM = 5
def _generate(self) -> bool:
number_of_attempts = 0
minimum_room_size = self.configuration.minimum_room_size
maximum_room_size = self.configuration.maximum_room_size
width_range = (minimum_room_size.width, maximum_room_size.width)
height_range = (minimum_room_size.height, maximum_room_size.height)
while len(self.rooms) < self.configuration.number_of_rooms:
size = Size(random.randint(*width_range), random.randint(*height_range))
origin = Point(random.randint(0, self.size.width - size.width),
random.randint(0, self.size.height - size.height))
candidate_room_rect = Rect(origin, size)
overlaps_any_existing_room = any(candidate_room_rect.intersects(room.bounds) for room in self.rooms)
if not overlaps_any_existing_room:
self.rooms.append(RectangularRoom(candidate_room_rect))
number_of_attempts = 0
continue
number_of_attempts += 1
if number_of_attempts > RandomRectRoomGenerator.NUMBER_OF_ATTEMPTS_PER_ROOM:
break
return True
class BSPRoomGenerator(RoomGenerator):
'''Generate a rooms-and-corridors style map with BSP.'''
def __init__(self, *, size: Size, config: Optional[RoomGenerator.Configuration] = None):
super().__init__(size=size, config=config)
self.rng: tcod.random.Random = tcod.random.Random()
def _generate(self) -> bool:
if self.rooms:
return True
minimum_room_size = self.configuration.minimum_room_size
maximum_room_size = self.configuration.maximum_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)
# Add 2 to the minimum width and height to account for walls
gap_for_walls = 2
bsp.split_recursive(
depth=4,
min_width=minimum_room_size.width + gap_for_walls,
min_height=minimum_room_size.height + gap_for_walls,
max_horizontal_ratio=1.1,
max_vertical_ratio=1.1
)
# Generate the rooms
rooms: List[Room] = []
room_attrname = f'{__class__.__name__}.room'
for node in bsp.post_order():
node_bounds = self.__rect_from_bsp_node(node)
if node.children:
continue
log.MAP.debug('%s (room) %s', node_bounds, node)
# Generate a room size between minimum_room_size and maximum_room_size. The minimum value is
# straight-forward, but the maximum value needs to be clamped between minimum_room_size and the size of
# the node.
width_range = (
minimum_room_size.width,
min(maximum_room_size.width, max(
minimum_room_size.width, node.width - 2))
)
height_range = (
minimum_room_size.height,
min(maximum_room_size.height, max(
minimum_room_size.height, node.height - 2))
)
size = Size(self.rng.randint(*width_range),
self.rng.randint(*height_range))
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)))
bounds = Rect(origin, size)
log.MAP.debug('`-> %s', bounds)
room = RectangularRoom(bounds)
setattr(node, room_attrname, room)
rooms.append(room)
if not hasattr(node.parent, room_attrname):
setattr(node.parent, room_attrname, room)
elif random.random() < 0.5:
setattr(node.parent, room_attrname, room)
# Pass up a random child room so that parent nodes can connect subtrees to each other.
parent = node.parent
if parent:
node_room = getattr(node, room_attrname)
if not hasattr(node.parent, room_attrname):
setattr(node.parent, room_attrname, node_room)
elif random.random() < 0.5:
setattr(node.parent, room_attrname, node_room)
self.rooms = rooms
return True
def __rect_from_bsp_node(self, node: tcod.bsp.BSP) -> Rect:
'''Create a Rect from the given BSP node object'''
return Rect(Point(node.x, node.y), Size(node.width, node.height))