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map_utils.py
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223 lines (176 loc) · 7.08 KB
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from tdl.map import Map
from random import randint
from components.ai import BasicMonster
from components.fighter import Fighter
from components.item import Item
from render_functions import RenderOrder
from entity import Entity
class GameMap(Map):
def __init__(self, width, height):
"""
Game map object.
:param width: int
:param height: int
"""
super().__init__(width, height)
self.explored = [[False for y in range(height)] for x in range(width)]
class Rect:
def __init__(self, x, y, w, h):
"""
Rectangle. Used for rooms, areas.
:param x: int
:param y: int
:param w: int
:param h: int
"""
self.x1 = x
self.y1 = y
self.x2 = x + w
self.y2 = y + h
def center(self):
"""
Returns the center of rectangle.
:return: tuple<int>(x, y)
"""
center_x = (self.x1 + self.x2) // 2
center_y = (self.y1 + self.y2) // 2
return center_x, center_y
def intersect(self, other):
"""
Returns true if this rectangle intersects with another one.
:param other: Rect
:return: bool
"""
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
self.y1 <= other.y2 and self.y2 >= other.y1)
def place_entities(room, entities, max_monsters_per_room, colors):
"""
Randomly places entities.
:param room: Rect
:param entities: list<Entity>
:param max_monsters_per_room: int
:param colors: dict<tuple<int>(r, g, b)>>
"""
# Get a random number of monsters
number_of_monsters = randint(0, max_monsters_per_room)
for i in range(number_of_monsters):
# Choose a random location in the room
x = randint(room.x1 + 1, room.x2 - 1)
y = randint(room.y1 + 1, room.y2 - 1)
if not any([entity for entity in entities if entity.x == x and entity.y == y]):
if randint(0, 100) < 80:
fighter_component = Fighter(hp=10, defense=0, power=3)
ai_component = BasicMonster()
monster = Entity(x, y, 'o', colors.get('desaturated_green'), 'Orc', blocks=True,
render_order=RenderOrder.ACTOR, fighter=fighter_component, ai=ai_component)
else:
fighter_component = Fighter(hp=16, defense=1, power=4)
ai_component = BasicMonster()
monster = Entity(x, y, 'T', colors.get('darker_green'), 'Troll', blocks=True,
render_order=RenderOrder.ACTOR, fighter=fighter_component, ai=ai_component)
entities.append(monster)
def create_room(game_map, room):
"""
Go through the tiles in the rectangle and make them passable.
:param game_map: GameMap
:param room: Rect
"""
for x in range(room.x1 + 1, room.x2):
for y in range(room.y1 + 1, room.y2):
game_map.walkable[x, y] = True
game_map.transparent[x, y] = True
def create_h_tunnel(game_map, x1, x2, y):
"""
Creates horizontal tunnel.
:param game_map: GameMap
:param x1: int
:param x2: int
:param y: int
"""
for x in range(min(x1, x2), max(x1, x2) + 1):
game_map.walkable[x, y] = True
game_map.transparent[x, y] = True
def create_v_tunnel(game_map, y1, y2, x):
"""
Creates vertical tunnel.
:param game_map: GameMap
:param y1: int
:param y2: int
:param x: int
"""
for y in range(min(y1, y2), max(y1, y2) + 1):
game_map.walkable[x, y] = True
game_map.transparent[x, y] = True
def make_map(game_map, max_rooms, room_min_size, room_max_size, map_width, map_height, player, entities,
max_monsters_per_room, colors, max_room_items):
"""
Makes map.
:param game_map: GameMap
:param max_rooms: int
:param room_min_size: int
:param room_max_size: int
:param map_width: int
:param map_height: int
:param player: Entity
:param entities: list<Entity>
:param max_monsters_per_room: int
:param colors: dict<tuple<int>(r, g, b)>
:param max_room_items: int
"""
rooms = []
num_rooms = 0
for r in range(max_rooms):
# random width and height
w = randint(room_min_size, room_max_size)
h = randint(room_min_size, room_max_size)
# random position without going out of the boundaries of the map
x = randint(0, map_width - w - 1)
y = randint(0, map_height - h - 1)
# "Rect" class makes rectangles easier to work with
new_room = Rect(x, y, w, h)
# run through the other rooms and see if they intersect with this one
for other_room in rooms:
if new_room.intersect(other_room):
break
else:
# this means there are no intersections, so this room is valid
# "paint" it to the map's tiles
create_room(game_map, new_room)
# center coordinates of new room, will be useful later
(new_x, new_y) = new_room.center()
# place monsters
place_entities(new_room, entities, max_monsters_per_room, colors)
# choose random number of items
num_items = randint(0, max_room_items)
for i in range(num_items):
# choose random spot for this item
x = randint(new_room.x1 + 1, new_room.x2 - 1)
y = randint(new_room.y1 + 1, new_room.y2 - 1)
# only place it if the tile is not blocked
if not any([entity for entity in entities if entity.x == x and entity.y == y]):
# create a healing potion
item_component = Item()
item = Entity(x, y, '!', colors.get("violet"), 'healing potion', render_order=RenderOrder.ITEM,
item=item_component)
entities.append(item)
if num_rooms == 0:
# this is the first room, where the player starts at
player.x = new_x
player.y = new_y
else:
# all rooms after the first:
# connect it to the previous room with a tunnel
# center coordinates of previous room
(prev_x, prev_y) = rooms[num_rooms - 1].center()
# flip a coin (random number that is either 0 or 1)
if randint(0, 1) == 1:
# first move horizontally, then vertically
create_h_tunnel(game_map, prev_x, new_x, prev_y)
create_v_tunnel(game_map, prev_y, new_y, new_x)
else:
# first move vertically, then horizontally
create_v_tunnel(game_map, prev_y, new_y, prev_x)
create_h_tunnel(game_map, prev_x, new_x, new_y)
# finally, append the new room to the list
rooms.append(new_room)
num_rooms += 1