else/DungeonGenerator/dungeongenerator.py
2015-09-03 14:09:35 -07:00

500 lines
No EOL
18 KiB
Python

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