- Rect and Room method objects no longer need to know the map size up front - The Map object has lists of interesting map features (I don't like this) - Room and corridor generators take the map itself as an argument to their generate and apply methods - Create a Corridor object to hold a list of points - Add a bunch of documentation here and there
124 lines
3.9 KiB
Python
124 lines
3.9 KiB
Python
# Eryn Wells <eryn@erynwells.me>
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'''
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Defines an abstract CorridorGenerator and several concrete subclasses. These classes generate corridors between rooms.
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'''
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import random
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from itertools import pairwise
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from typing import List, TYPE_CHECKING
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import tcod
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from ... import log
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from ...geometry import Point
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from ..room import Corridor, Room
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from ..tile import Empty, Floor, Wall
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if TYPE_CHECKING:
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from .. import Map
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class CorridorGenerator:
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'''
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Corridor generators produce corridors between rooms.
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'''
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def generate(self, map: 'Map') -> bool:
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'''Generate corridors given a list of rooms.'''
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raise NotImplementedError()
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def apply(self, map: 'Map'):
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'''Apply corridors to a tile grid.'''
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raise NotImplementedError()
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def _sorted_rooms(self, rooms: List[Room]) -> List[Room]:
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return sorted(rooms, key=lambda r: r.bounds.origin)
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class ElbowCorridorGenerator(CorridorGenerator):
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'''
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Generators corridors using a simple "elbow" algorithm:
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```
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For each pair of rooms:
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1. Find the midpoint of the bounding rect of each room
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2. For each pair of rooms:
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1. Calculate an elbow point by taking the x coordinate of one room
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and the y coordinate of the other room, choosing which x and which
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y at random.
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2. Draw a path from the midpoint of the first room to the elbow point
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3. Draw a path from the elbow point to the midpoint of the second room
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```
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'''
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def __init__(self):
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self.corridors: List[Corridor] = []
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def generate(self, map: 'Map') -> bool:
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rooms = map.rooms
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if len(rooms) < 2:
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return True
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sorted_rooms = self._sorted_rooms(rooms)
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for left_room, right_room in pairwise(sorted_rooms):
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corridor = self._generate_corridor_between(left_room, right_room)
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self.corridors.append(corridor)
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return True
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def _generate_corridor_between(self, left_room, right_room) -> Corridor:
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left_room_bounds = left_room.bounds
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right_room_bounds = right_room.bounds
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log.MAP.debug(' left: %s, %s', left_room, left_room_bounds)
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log.MAP.debug('right: %s, %s', right_room, right_room_bounds)
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start_point = left_room_bounds.midpoint
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end_point = right_room_bounds.midpoint
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# Randomly choose whether to move horizontally then vertically or vice versa
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horizontal_first = random.random() < 0.5
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if horizontal_first:
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corner = Point(end_point.x, start_point.y)
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else:
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corner = Point(start_point.x, end_point.y)
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log.MAP.debug(
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'Digging a tunnel between %s and %s with corner %s (%s)',
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start_point,
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end_point,
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corner,
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'horizontal' if horizontal_first else 'vertical')
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log.MAP.debug('|-> start: %s', left_room_bounds)
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log.MAP.debug('`-> end: %s', right_room_bounds)
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corridor: List[Point] = []
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for x, y in tcod.los.bresenham(tuple(start_point), tuple(corner)).tolist():
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corridor.append(Point(x, y))
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for x, y in tcod.los.bresenham(tuple(corner), tuple(end_point)).tolist():
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corridor.append(Point(x, y))
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return Corridor(points=corridor)
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def apply(self, map: 'Map'):
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tiles = map.tiles
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map.corridors = self.corridors
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for corridor in self.corridors:
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for pt in corridor:
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tiles[pt.x, pt.y] = Floor
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for neighbor in pt.neighbors:
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if not (0 <= neighbor.x < tiles.shape[0] and 0 <= neighbor.y < tiles.shape[1]):
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continue
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if tiles[neighbor.x, neighbor.y] == Empty:
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tiles[neighbor.x, neighbor.y] = Wall
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class NetHackCorridorGenerator(CorridorGenerator):
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'''A corridor generator that produces doors and corridors that look like Nethack's Dungeons of Doom levels.'''
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