going-rogue/roguebasin/map.py

241 lines
No EOL
9.2 KiB
Python

#!/usr/bin/env python3
# Eryn Wells <eryn@erynwells.me>
import logging
import numpy as np
import random
import tcod
from .geometry import Direction, Point, Rect, Size
from .tile import Empty, Floor, Shroud, Wall
from dataclasses import dataclass
from typing import Iterator, List, Optional
LOG = logging.getLogger('map')
class Map:
def __init__(self, size: Size):
self.size = size
self.generator = RoomsAndCorridorsGenerator(size=size)
self.tiles = self.generator.generate()
# Map tiles that are currently visible to the player
self.visible = np.full(tuple(self.size), fill_value=False, order='F')
# Map tiles that the player has explored
self.explored = np.full(tuple(self.size), fill_value=False, order='F')
def random_walkable_position(self) -> Point:
# TODO: Include hallways
random_room: RectangularRoom = random.choice(self.generator.rooms)
floor = random_room.floor_bounds
random_position_in_room = Point(random.randint(floor.min_x, floor.max_x),
random.randint(floor.min_y, floor.max_y))
return random_position_in_room
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 print_to_console(self, console: tcod.Console) -> None:
'''Render the map to the console.'''
size = self.size
# If a tile is in the visible array, draw it with the "light" color. If it's not, but it's in the explored
# array, draw it with the "dark" color. Otherwise, draw it as Empty.
console.tiles_rgb[0:size.width, 0:size.height] = np.select(
condlist=[self.visible, self.explored],
choicelist=[self.tiles['light'], self.tiles['dark']],
default=Shroud)
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.'''
@dataclass
class Configuration:
minimum_room_size: Size
maximum_room_size: Size
DefaultConfiguration = Configuration(
minimum_room_size=Size(5, 5),
maximum_room_size=Size(15, 15),
)
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 = tcod.random.Random()
self.rooms: List['RectangularRoom'] = []
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
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)
bsp.split_recursive(
depth=4,
# Add 2 to the minimum width and height to account for walls
min_width=minimum_room_size.width + 2, min_height=minimum_room_size.height + 2,
max_horizontal_ratio=1.5, max_vertical_ratio=1.5)
tiles = np.full(tuple(self.size), fill_value=Empty, order='F')
# Generate the rooms
rooms: List['RectangularRoom'] = []
# For nicer debug logging
indent = 0
room_attrname = f'{__class__.__name__}.room'
for node in bsp.post_order():
node_bounds = self.__rect_from_bsp_node(node)
if node.children:
LOG.debug(f'{" " * indent}{node_bounds}')
left_room: RectangularRoom = getattr(node.children[0], room_attrname)
right_room: RectangularRoom = getattr(node.children[1], room_attrname)
left_room_bounds = left_room.bounds
right_room_bounds = right_room.bounds
LOG.debug(f'{" " * indent} left:{node.children[0]}, {left_room_bounds}')
LOG.debug(f'{" " * indent}right:{node.children[1]}, {right_room_bounds}')
start_point = left_room_bounds.midpoint
end_point = right_room_bounds.midpoint
# Randomly choose whether to move horizontally then vertically or vice versa
if random.random() < 0.5:
corner = Point(end_point.x, start_point.y)
else:
corner = Point(start_point.x, end_point.y)
LOG.debug(f'{" " * indent}Digging tunnel between {start_point} and {end_point} with corner {corner}')
LOG.debug(f'{" " * indent}`-> start:{left_room_bounds}')
LOG.debug(f'{" " * indent}`-> end:{right_room_bounds}')
for x, y in tcod.los.bresenham(tuple(start_point), tuple(corner)).tolist():
tiles[x, y] = Floor
for x, y in tcod.los.bresenham(tuple(corner), tuple(end_point)).tolist():
tiles[x, y] = Floor
indent += 2
else:
LOG.debug(f'{" " * indent}{node_bounds} (room) {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.debug(f'{" " * indent}`-> {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)
indent -= 2
# 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
for room in rooms:
for wall_position in room.walls:
if tiles[wall_position.x, wall_position.y] != Floor:
tiles[wall_position.x, wall_position.y] = Wall
bounds = room.bounds
# The range of a numpy array slice is [a, b).
floor_rect = bounds.inset_rect(top=1, right=1, bottom=1, left=1)
tiles[floor_rect.min_x:floor_rect.max_x + 1, floor_rect.min_y:floor_rect.max_y + 1] = Floor
for y in range(self.size.height):
for x in range(self.size.width):
pos = Point(x, y)
if tiles[x, y] != Floor:
continue
neighbors = (pos + direction for direction in Direction.all())
for neighbor in neighbors:
if tiles[neighbor.x, neighbor.y] != Empty:
continue
tiles[neighbor.x, neighbor.y] = Wall
self.tiles = tiles
return tiles
def generate_tunnel(self, start_room_bounds: Rect, end_room_bounds: Rect):
pass
def __rect_from_bsp_node(self, node: tcod.bsp.BSP) -> Rect:
return Rect(Point(node.x, node.y), Size(node.width, node.height))
class RectangularRoom:
def __init__(self, bounds: Rect):
self.bounds = bounds
@property
def center(self) -> Point:
return self.bounds.midpoint
@property
def floor_bounds(self) -> Rect:
return self.bounds.inset_rect(top=1, right=1, bottom=1, left=1)
@property
def walls(self) -> Iterator[Point]:
bounds = self.bounds
min_y = bounds.min_y
max_y = bounds.max_y
min_x = bounds.min_x
max_x = bounds.max_x
for y in range(min_y, max_y + 1):
for x in range(min_x, max_x + 1):
if y == min_y or y == max_y or x == min_x or x == max_x:
yield Point(x, y)
def __repr__(self) -> str:
return f'{self.__class__.__name__}({self.bounds})'