- 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.
54 lines
2 KiB
Python
54 lines
2 KiB
Python
# Eryn Wells <eryn@erynwells.me>
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import random
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from typing import List, Optional
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import numpy as np
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import tcod
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from ..geometry import Point, Size
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from .generator import MapGenerator
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from .room import Room, RectangularRoom
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from .tile import Empty, Shroud
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class Map:
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def __init__(self, size: Size, generator: MapGenerator):
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self.size = size
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self.generator = generator
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self.tiles = np.full(tuple(size), fill_value=Empty, order='F')
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self.generator.generate(self.tiles)
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# Map tiles that are currently visible to the player
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self.visible = np.full(tuple(self.size), fill_value=True, order='F')
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# Map tiles that the player has explored
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self.explored = np.full(tuple(self.size), fill_value=True, order='F')
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self.__walkable_points = None
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def random_walkable_position(self) -> Point:
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'''Return a random walkable point on the map.'''
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if not self.__walkable_points:
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self.__walkable_points = [Point(x, y) for x, y in np.ndindex(
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self.tiles.shape) if self.tiles[x, y]['walkable']]
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return random.choice(self.__walkable_points)
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def tile_is_in_bounds(self, point: Point) -> bool:
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'''Return True if the given point is inside the bounds of the map'''
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return 0 <= point.x < self.size.width and 0 <= point.y < self.size.height
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def tile_is_walkable(self, point: Point) -> bool:
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'''Return True if the tile at the given point is walkable'''
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return self.tiles[point.x, point.y]['walkable']
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def print_to_console(self, console: tcod.Console) -> None:
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'''Render the map to the console.'''
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size = self.size
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# If a tile is in the visible array, draw it with the "light" color. If it's not, but it's in the explored
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# array, draw it with the "dark" color. Otherwise, draw it as Empty.
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console.tiles_rgb[0:size.width, 0:size.height] = np.select(
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condlist=[self.visible, self.explored],
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choicelist=[self.tiles['light'], self.tiles['dark']],
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default=Shroud)
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