500 lines
No EOL
18 KiB
Python
500 lines
No EOL
18 KiB
Python
import time
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import random
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class Room:
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def __init__(self):
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self.entrances = []
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def __eq__(self, other):
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return self.bbox == other.bbox
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@property
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def bbox(self):
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return (self.ulx, self.uly, self.lrx, self.lry)
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def create_entrance(self, direction):
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if direction == 'north':
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x = random.randint(self.ulx, self.lrx)
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y = self.uly - 1
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elif direction == 'south':
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x = random.randint(self.ulx, self.lrx)
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y = self.lry + 1
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elif direction == 'west':
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x = self.ulx - 1
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y = random.randint(self.uly, self.lry)
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else:
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x = self.lrx + 1
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y = random.randint(self.uly, self.lry)
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e = {'direction': direction, 'x': x, 'y': y, 'nearest': None, 'painted': False, 'owner':self}
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self.entrances.append(e)
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def contains(self, x, y, padding=0):
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return (self.ulx-padding <= x <= self.lrx+padding) and (self.uly-padding <= y <= self.lry+padding)
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def does_collide(self, bbox, padding=0):
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'''
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Check whether this Room's bounding box collides with another.
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If padding is provided, rooms will be considered collided if
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they are this close to each other, even if not touching.
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bbbox may be another Room object, or a tuple of the form
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(ulx, uly, lrx, lry)
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'''
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if isinstance(bbox, Room):
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bbox = ulx.bbox
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ulx = bbox[0] - padding
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uly = bbox[1] - padding
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lrx = bbox[2] + padding
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lry = bbox[3] + padding
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return not (ulx > self.lrx or
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lrx < self.ulx or
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uly > self.lry or
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lry < self.uly)
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def choose_room_size(minw, maxw, minh, maxh, msquareness):
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if msquareness == 0:
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w = random.randint(minw, maxw)
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h = random.randint(minh, maxh)
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osquareness = 1 + (1-msquareness)
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if random.getrandbits(1):
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# In order to keep the rooms from being stupdly narrow,
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# we decide one dimension freely and then the other one based
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# on the minimum squareness and the first dimension
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# This chooses whether W or H should be the free dimension.
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w = random.randint(minw, maxw)
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h = random.randint(max(minh, int(w * msquareness)), min(maxh, int(w * osquareness)))
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else:
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h = random.randint(minh, maxh)
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w = random.randint(max(minw, int(h * msquareness)), min(maxw, int(h * osquareness)))
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#print('dim', w,h)
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return (w, h)
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def push_into_world_bounds(ulx, uly, lrx, lry, worldw, worldh):
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if (lry - uly) > (worldh-2) or (lrx - ulx) > (worldw-2):
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raise ValueError('Cannot fit on world!')
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if ulx < 1:
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#print('Push right')
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diff = 1 - ulx
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ulx += diff
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lrx += diff
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if uly < 1:
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#print('Push down')
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diff = 1 - uly
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uly += diff
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lry += diff
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if lrx > (worldw-2):
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#print('Push left')
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diff = lrx - (worldw-2)
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ulx -= diff
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lrx -= diff
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if lry > (worldh-2):
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#print('Stick em\' up')
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diff = lry - (worldh-2)
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uly -= diff
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lry -= diff
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return (ulx, uly, lrx, lry)
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def distance(x1, x2, y1, y2):
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d = (x1 - x2) ** 2
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d += (y1 - y2) ** 2
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return d ** 0.5
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def paint(world, character, x, y):
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world[y][x] = character
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def generate_dungeon(
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world_width=128,
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world_height=64,
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min_room_width=12,
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min_room_height=12,
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max_room_width=30,
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max_room_height=30,
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min_room_squareness=0.5,
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min_room_count=12,
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max_room_count=25,
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character_wall='#',
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character_floor=' ',
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character_spawnpoint=None,
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character_exitpoint=None,
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include_metadata=False,
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room_replace_attempts=6,
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force_random_seed=None,
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):
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'''
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Returns a list of lists of characters.
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Each primary list represents a row of the map, and each
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entry character in that list represents the tile at that column.
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: PARAMETERS :
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world_width = the width of the map in characters.
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world_height = the height of the map in characters.
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min_room_width = the mininumum horizontal width of any room in characters.
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max_room_width = the maximum horizontal width of any room in characters.
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min_room_height = the mininumum vertical height of any room in characters.
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max_room_height = the maximum vertical height of any room in characters.
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min_room_squareness = a number between 0 and 1. this helps prevent any
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rooms from becoming stupidly narrow. a value of 1
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means that every room must be perfectly square.
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A value of 0 means the walls behave independently.
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0.5 means that a room can be at most 2x1. etc.
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min_room_count = the minimum number of rooms. This may not
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necessarily be met if the world is so tightly packed
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that the function repeatedly fails to place rooms.
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*see room_replace_attemps*.
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max_room_count = the maximum number of rooms.
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character_wall = the character to represent unwalkable space
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character_floor = the character to represent walkable space
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character_spawnpoint = if not None, the character to represent a suggested
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spawnpoint into the level
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character_exitpoint = if not None, the character to represent a suggested
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exitpoint from the level. It might end up in the
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same room as the spawnpoint
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include_metadata = append an additional string to the end of the world
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list containing some additional information about
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the world you have generated.
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room_replace_attempts = if the world is tightly packed and the function is
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having trouble placing a room, how many times should
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it reroll. Higher numbers means more loops
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force_random_seed = if not None, set the random seed manually. Good for
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testing and demonstration.
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'''
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# originally, I had something more like:
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# world = [[wall] * width] * height
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# but apparently this does not create unique list objects
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# and tile assignment was happening to all lines at once.
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if force_random_seed:
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random.seed(force_random_seed)
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world = [[character_wall for x in range(world_width)] for y in range(world_height)]
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rooms = []
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room_count = random.randint(min_room_count, max_room_count)
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for roomnumber in range(room_count):
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room = Room()
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for attempt in range(room_replace_attempts):
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ulx = random.randint(1, world_width-1)
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uly = random.randint(1, world_height-1)
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dimensions = choose_room_size(min_room_width, max_room_width, min_room_height, max_room_height, min_room_squareness)
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lrx = ulx + dimensions[0]
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lry = uly + dimensions[1]
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ulx, uly, lrx, lry = push_into_world_bounds(ulx, uly, lrx, lry, world_width, world_height)
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collided = False
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for otherroom in rooms:
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if otherroom.does_collide((ulx, uly, lrx, lry), padding=4):
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collided = True
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break
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if not collided:
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# Now we can finalize coordinates
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room.ulx = ulx
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room.uly = uly
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room.lrx = lrx
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room.lry = lry
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rooms.append(room)
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break
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for room in rooms:
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# Paint the floors
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for x in range(room.ulx, room.lrx+1):
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for y in range(room.uly, room.lry+1):
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world[y][x] = character_floor
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if len(room.entrances) > 0:
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break
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north, south, east, west = (True, True, True, True)
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for otherroom in rooms:
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if otherroom.bbox == room.bbox:
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continue
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if north and room.ulx > 2 and otherroom.lry < room.uly:
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room.create_entrance('north')
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north = False
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elif south and room.lry < (world_height -2) and otherroom.uly > room.lry:
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room.create_entrance('south')
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south = False
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elif east and room.lry < (world_width - 2) and otherroom.lrx > (room.lrx+5):
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room.create_entrance('east')
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east = False
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elif west and room.ulx > 2 and otherroom.ulx < (room.ulx-5):
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room.create_entrance('west')
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west = False
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entrances = [room.entrances for room in rooms]
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entrances = [entrance for sublist in entrances for entrance in sublist]
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# Match nearest entrances
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for entrance in entrances:
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nearest = None
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x = entrance['x']
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y = entrance['y']
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for otherentrance in entrances:
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if entrance['direction'] == otherentrance['direction']:
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continue
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# Compare the x and y coordinates, not the dicts directly
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# because the dicts are interlinked and cause recur depth
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if x == otherentrance['x'] and y == otherentrance['y']:
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continue
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if entrance['owner'] == otherentrance['owner']:
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continue
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# Let's try to prevent any stupid connections.
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if entrance['direction'] == 'north' and otherentrance['y'] > entrance['y']:
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continue
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if entrance['direction'] == 'south' and otherentrance['y'] < entrance['y']:
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continue
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if entrance['direction'] == 'west' and otherentrance['x'] > entrance['x']:
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continue
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if entrance['direction'] == 'east' and otherentrance['x'] < entrance['x']:
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continue
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if otherentrance['direction'] == 'north' and otherentrance['y'] < entrance['y']:
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continue
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if otherentrance['direction'] == 'south' and otherentrance['y'] > entrance['y']:
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continue
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if otherentrance['direction'] == 'west' and otherentrance['x'] < entrance['x']:
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continue
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if otherentrance['direction'] == 'east' and otherentrance['x'] > entrance['x']:
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continue
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ox = otherentrance['x']
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oy = otherentrance['y']
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distanceto = distance(x, ox, y, oy)
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if nearest is None or distanceto < nearest:
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nearest = distanceto
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# Can assign both at once because they are each other's closest.
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entrance['nearest'] = otherentrance
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# Paint the tunnels
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for entrance in entrances:
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if entrance['painted'] is True:
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continue
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nearest = entrance['nearest']
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if nearest is None:
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# This happens when there wasn't a suitable nearby entrance
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continue
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direction = entrance['direction']
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odirection = nearest['direction']
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if {direction, odirection} == {'north', 'south'}:
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major = 'y'
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minor = 'x'
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elif {direction, odirection} == {'east', 'west'}:
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major = 'x'
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minor = 'y'
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else:
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# 90 degree bends require their own handling.
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boostsx = {'west':-1, 'east':1}
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boostsy = {'north':-1, 'south':1}
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x = entrance['x'] + boostsx.get(direction, 0)
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y = entrance['y'] + boostsy.get(direction, 0)
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ox = nearest['x'] + boostsx.get(odirection, 0)
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oy = nearest['y'] + boostsy.get(odirection, 0)
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paint(world, character_floor, entrance['x'], entrance['y'])
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paint(world, character_floor, nearest['x'], nearest['y'])
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#paint(world, character_floor, x, y)
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#paint(world, character_floor, ox, oy)
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corner = (ox, y)
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if entrance['owner'].contains(*corner, padding=1) or nearest['owner'].contains(*corner, padding=1):
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corner = (x, oy)
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for xx in range(min(ox, x), max(ox, x)+1):
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paint(world, character_floor, xx, corner[1])
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pass
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for yy in range(min(oy, y), max(oy, y)+1):
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paint(world, character_floor, corner[0], yy)
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pass
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entrance['painted'] = True
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nearest['painted'] = True
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continue
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paint(world, character_floor, entrance['x'], entrance['y'])
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# This controls the step of the range() that controls the
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# upcoming for-loops.
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# Count up for things at higher coordinates, etc.
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# Restricts the difference to -1 or 1
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major_direction = max(min(nearest[major] - entrance[major], 1), -1)
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minor_direction = max(min(nearest[minor] - entrance[minor], 1), -1)
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major_length = abs(entrance[major] - nearest[major]) // 2
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minor_length = abs(entrance[minor] - nearest[minor])
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boost = (major_length * major_direction) + major_direction
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# From the current entrance halfway to the other
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for m in range(major_length):
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m += 1
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m = entrance[major] + (major_direction * m)
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paint(world, character_floor, **{major: m, minor: entrance[minor]})
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# From the halfway point to the other entrance
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for m in range(major_length):
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m = nearest[major] - (major_direction * m)
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paint(world, character_floor, **{major: m, minor: nearest[minor]})
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pass
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# Connect these two half-lengths with the minor axis
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if minor_direction == 0:
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paint(world, character_floor, **{minor: entrance[minor], major: entrance[major]+boost})
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else:
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for m in range(entrance[minor], nearest[minor]+minor_direction, minor_direction):
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paint(world, character_floor, **{minor: m, major: entrance[major]+boost})
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pass
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entrance['painted'] = True
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nearest['painted'] = True
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# Suggest a spawn point and exit point
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for suggestion in [character_spawnpoint, character_exitpoint]:
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if suggestion is None:
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continue
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room = random.choice(rooms)
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x = random.randint(room.ulx, room.lrx)
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y = random.randint(room.uly, room.lry)
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paint(world, suggestion, x, y)
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if include_metadata:
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meta = 'rooms: %d, entrances: %d' % (len(rooms), len(entrances))
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world.append(meta)
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return world
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def PNG_example(filename, **kwargs):
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from PIL import Image
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world = generate_dungeon(**kwargs)
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if kwargs.get('include_metadata', False):
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world = world[:-1]
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height = len(world)
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width = len(world[0])
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i = Image.new('RGBA', (width, height))
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for (yindex, yline) in enumerate(world):
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for (xindex, character) in enumerate(yline):
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if character == '#':
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value = (0, 0, 0)
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elif character == ' ':
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value= (255, 255, 255)
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elif character == 'I':
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value= (255, 0, 0)
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elif character == 'O':
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value= (0, 255, 0)
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i.putpixel((xindex, yindex), value)
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#i = i.resize((width * 2, height * 2))
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i.save(filename)
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def TXT_example(filename, **kwargs):
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world = generate_dungeon(**kwargs)
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world = [''.join(yline) for yline in world]
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world = '\n'.join(world)
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if not filename.endswith('.txt'):
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filename += '.txt'
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out = open(filename, 'w')
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out.write(world)
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out.close()
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PNG_example('example001.png',
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world_width=512,
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world_height=64,
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min_room_width=12,
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min_room_height=12,
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max_room_width=30,
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max_room_height=30,
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min_room_squareness=0.5,
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min_room_count=12,
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max_room_count=25,
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character_wall='#',
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character_floor=' ',
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include_metadata=False,
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character_spawnpoint='I',
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character_exitpoint='O',
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room_replace_attempts=6,
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force_random_seed=8,
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)
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TXT_example('example002.txt',
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world_width=128,
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world_height=64,
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min_room_width=12,
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min_room_height=12,
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max_room_width=30,
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max_room_height=30,
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min_room_squareness=0.5,
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min_room_count=12,
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max_room_count=25,
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character_wall='#',
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character_floor=' ',
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include_metadata=True,
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character_spawnpoint='I',
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character_exitpoint='O',
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room_replace_attempts=6,
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force_random_seed=8,
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)
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PNG_example('example003.png',
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world_width=512,
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world_height=512,
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min_room_width=12,
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min_room_height=12,
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max_room_width=30,
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max_room_height=30,
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min_room_squareness=1,
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min_room_count=12,
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max_room_count=25,
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character_wall='#',
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character_floor=' ',
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include_metadata=True,
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character_spawnpoint='I',
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character_exitpoint='O',
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room_replace_attempts=6,
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force_random_seed=88,
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)
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PNG_example('example004.png',
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world_width=512,
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world_height=512,
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min_room_width=6,
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min_room_height=6,
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max_room_width=80,
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max_room_height=80,
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min_room_squareness=0,
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min_room_count=12,
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max_room_count=25,
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character_wall='#',
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character_floor=' ',
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include_metadata=True,
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character_spawnpoint='I',
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character_exitpoint='O',
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room_replace_attempts=6,
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force_random_seed=7777,
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)
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TXT_example('example005.txt',
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world_width=256,
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world_height=256,
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min_room_width=6,
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min_room_height=6,
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max_room_width=30,
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max_room_height=30,
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min_room_squareness=1,
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min_room_count=3,
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max_room_count=8,
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character_wall='#',
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character_floor=' ',
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include_metadata=True,
|
|
character_spawnpoint='I',
|
|
character_exitpoint='O',
|
|
room_replace_attempts=6,
|
|
force_random_seed=1212,
|
|
) |