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

249 lines
8.3 KiB
Python

# Eryn Wells <eryn@erynwells.me>
import random
from copy import copy
from dataclasses import dataclass
from typing import List, Optional, TYPE_CHECKING
import tcod
from ... import log
from ...geometry import Point, Rect, Size
if TYPE_CHECKING:
from .. import Map
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 not did_generate_rooms:
return
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()
# pylint: disable=redefined-builtin
def apply(self, map: 'Map'):
'''Apply the generated rooms to a tile array'''
self._apply(map)
self._apply_stairs(map.tiles)
def _apply(self, map: 'Map'):
'''
Apply the generated list of rooms to an array of tiles. Subclasses must implement this.
Arguments
---------
map: Map
The game map to apply the generated room to
'''
tiles = map.tiles
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 = 30
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
bsp.split_recursive(
depth=4,
min_width=minimum_room_size.width,
min_height=minimum_room_size.height,
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))
)
log.MAP.debug('|-> min room size %s', minimum_room_size)
log.MAP.debug('|-> max room size %s', maximum_room_size)
log.MAP.debug('|-> node size %s x %s', node.width, node.height)
log.MAP.debug('|-> width range %s', width_range)
log.MAP.debug('|-> height range %s', width_range)
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 - 2)),
node.y + self.rng.randint(1, max(1, node.height - size.height - 2)))
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))