238 lines
No EOL
8.9 KiB
Python
238 lines
No EOL
8.9 KiB
Python
#!/usr/bin/env python3
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# Eryn Wells <eryn@erynwells.me>
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import logging
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import numpy as np
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import random
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import tcod
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from .geometry import Direction, Point, Rect, Size
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from .tile import Empty, Floor, Wall
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from typing import Iterator, List, Optional
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LOG = logging.getLogger('map')
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class Map:
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def __init__(self, size: Size):
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self.size = size
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self.generator = RoomsAndCorridorsGenerator(size=size)
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self.tiles = self.generator.generate()
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def random_walkable_position(self) -> Point:
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# TODO: Include hallways
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random_room: RectangularRoom = random.choice(self.generator.rooms)
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floor = random_room.floor_bounds
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random_position_in_room = Point(random.randint(floor.min_x, floor.max_x),
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random.randint(floor.min_y, floor.max_y))
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return random_position_in_room
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def tile_is_in_bounds(self, point: Point) -> bool:
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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 self.tiles[point.x, point.y]['walkable']
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def print_to_console(self, console: tcod.Console) -> None:
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size = self.size
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console.tiles_rgb[0:size.width, 0:size.height] = self.tiles["dark"]
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class MapGenerator:
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def __init__(self, *, size: Size):
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self.size = size
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def generate(self) -> np.ndarray:
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'''
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Generate a tile grid
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Subclasses should implement this and fill in their specific map
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generation algorithm.
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'''
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raise NotImplementedError()
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class RoomsAndCorridorsGenerator(MapGenerator):
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'''Generate a rooms-and-corridors style map with BSP.'''
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class Configuration:
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def __init__(self, min_room_size: Size, max_room_size: Size):
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self.minimum_room_size = min_room_size
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self.maximum_room_size = max_room_size
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DefaultConfiguration = Configuration(
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min_room_size=Size(5, 5),
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max_room_size=Size(15, 15),
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)
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def __init__(self, *, size: Size, config: Optional[Configuration] = None):
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super().__init__(size=size)
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self.configuration = config if config else RoomsAndCorridorsGenerator.DefaultConfiguration
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self.rng: tcod.random.Random = tcod.random.Random()
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self.rooms: List['RectangularRoom'] = []
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self.tiles: Optional[np.ndarray] = None
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def generate(self) -> np.ndarray:
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if self.tiles:
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return self.tiles
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minimum_room_size = self.configuration.minimum_room_size
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maximum_room_size = self.configuration.maximum_room_size
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# Recursively divide the map into squares of various sizes to place rooms in.
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bsp = tcod.bsp.BSP(x=0, y=0, width=self.size.width, height=self.size.height)
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bsp.split_recursive(
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depth=4,
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# Add 2 to the minimum width and height to account for walls
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min_width=minimum_room_size.width + 2, min_height=minimum_room_size.height + 2,
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max_horizontal_ratio=1.5, max_vertical_ratio=1.5)
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tiles = np.full(tuple(self.size), fill_value=Empty, order='F')
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# Generate the rooms
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rooms: List['RectangularRoom'] = []
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# For nicer debug logging
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indent = 0
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room_attrname = f'{__class__.__name__}.room'
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for node in bsp.post_order():
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node_bounds = self.__rect_from_bsp_node(node)
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if node.children:
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LOG.debug(f'{" " * indent}{node_bounds}')
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left_room: RectangularRoom = getattr(node.children[0], room_attrname)
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right_room: RectangularRoom = getattr(node.children[1], room_attrname)
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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.debug(f'{" " * indent} left:{node.children[0]}, {left_room_bounds}')
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LOG.debug(f'{" " * indent}right:{node.children[1]}, {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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if random.random() < 0.5:
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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.debug(f'{" " * indent}Digging tunnel between {start_point} and {end_point} with corner {corner}')
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LOG.debug(f'{" " * indent}`-> start:{left_room_bounds}')
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LOG.debug(f'{" " * indent}`-> end:{right_room_bounds}')
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for x, y in tcod.los.bresenham(tuple(start_point), tuple(corner)).tolist():
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tiles[x, y] = Floor
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for x, y in tcod.los.bresenham(tuple(corner), tuple(end_point)).tolist():
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tiles[x, y] = Floor
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indent += 2
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else:
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LOG.debug(f'{" " * indent}{node_bounds} (room) {node}')
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# Generate a room size between minimum_room_size and maximum_room_size. The minimum value is
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# straight-forward, but the maximum value needs to be clamped between minimum_room_size and the size of
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# the node.
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width_range = (minimum_room_size.width, min(maximum_room_size.width, max(minimum_room_size.width, node.width - 2)))
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height_range = (minimum_room_size.height, min(maximum_room_size.height, max(minimum_room_size.height, node.height - 2)))
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size = Size(self.rng.randint(*width_range), self.rng.randint(*height_range))
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origin = Point(node.x + self.rng.randint(1, max(1, node.width - size.width - 1)),
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node.y + self.rng.randint(1, max(1, node.height - size.height - 1)))
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bounds = Rect(origin, size)
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LOG.debug(f'{" " * indent}`-> {bounds}')
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room = RectangularRoom(bounds)
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setattr(node, room_attrname, room)
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rooms.append(room)
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if not hasattr(node.parent, room_attrname):
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setattr(node.parent, room_attrname, room)
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elif random.random() < 0.5:
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setattr(node.parent, room_attrname, room)
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indent -= 2
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# Pass up a random child room so that parent nodes can connect subtrees to each other.
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parent = node.parent
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if parent:
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node_room = getattr(node, room_attrname)
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if not hasattr(node.parent, room_attrname):
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setattr(node.parent, room_attrname, node_room)
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elif random.random() < 0.5:
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setattr(node.parent, room_attrname, node_room)
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self.rooms = rooms
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for room in rooms:
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for wall_position in room.walls:
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if tiles[wall_position.x, wall_position.y] != Floor:
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tiles[wall_position.x, wall_position.y] = Wall
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bounds = room.bounds
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# The range of a numpy array slice is [a, b).
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floor_rect = bounds.inset_rect(top=1, right=1, bottom=1, left=1)
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tiles[floor_rect.min_x:floor_rect.max_x + 1, floor_rect.min_y:floor_rect.max_y + 1] = Floor
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for y in range(self.size.height):
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for x in range(self.size.width):
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pos = Point(x, y)
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if tiles[x, y] != Floor:
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continue
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neighbors = [
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pos + Direction.North,
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pos + Direction.NorthEast,
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pos + Direction.East,
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pos + Direction.SouthEast,
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pos + Direction.South,
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pos + Direction.SouthWest,
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pos + Direction.West,
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pos + Direction.NorthWest,
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]
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for neighbor in neighbors:
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if tiles[neighbor.x, neighbor.y] != Empty:
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continue
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tiles[neighbor.x, neighbor.y] = Wall
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self.tiles = tiles
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return tiles
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def generate_tunnel(self, start_room_bounds: Rect, end_room_bounds: Rect):
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pass
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def __rect_from_bsp_node(self, node: tcod.bsp.BSP) -> Rect:
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return Rect(Point(node.x, node.y), Size(node.width, node.height))
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class RectangularRoom:
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def __init__(self, bounds: Rect):
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self.bounds = bounds
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@property
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def center(self) -> Point:
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return self.bounds.midpoint
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@property
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def floor_bounds(self) -> Rect:
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return self.bounds.inset_rect(top=1, right=1, bottom=1, left=1)
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@property
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def walls(self) -> Iterator[Point]:
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bounds = self.bounds
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min_y = bounds.min_y
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max_y = bounds.max_y
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min_x = bounds.min_x
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max_x = bounds.max_x
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for y in range(min_y, max_y + 1):
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for x in range(min_x, max_x + 1):
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if y == min_y or y == max_y or x == min_x or x == max_x:
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yield Point(x, y)
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def __repr__(self) -> str:
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return f'{self.__class__.__name__}({self.bounds})' |