McRogueFace/src/scripts/cos_level.py

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import random
import mcrfpy
import cos_tiles as ct
t = mcrfpy.Texture("assets/kenney_TD_MR_IP.png", 16, 16)
def binary_space_partition(x, y, w, h):
d = random.choices(["vert", "horiz"], weights=[w/(w+h), h/(w+h)])[0]
split = random.randint(30, 70) / 100.0
if d == "vert":
coord = int(w * split)
return (x, y, coord, h), (x+coord, y, w-coord, h)
else: # horizontal
coord = int(h * split)
return (x, y, w, coord), (x, y+coord, w, h-coord)
room_area = lambda x, y, w, h: w * h
class BinaryRoomNode:
def __init__(self, xywh):
self.data = xywh
self.left = None
self.right = None
def __repr__(self):
return f"<RoomNode {self.data}>"
def split(self):
new_data = binary_space_partition(*self.data)
self.left = BinaryRoomNode(new_data[0])
self.right = BinaryRoomNode(new_data[1])
def walk(self):
if self.left and self.right:
return self.left.walk() + self.right.walk()
return [self]
class RoomGraph:
def __init__(self, xywh):
self.root = BinaryRoomNode(xywh)
def __repr__(self):
return f"<RoomGraph, root={self.root}, {len(self.walk())} rooms>"
def walk(self):
w = self.root.walk() if self.root else []
#print(w)
return w
def room_coord(room, margin=0):
x, y, w, h = room.data
w -= 1
h -= 1
margin += 1
x += margin
y += margin
w -= margin
h -= margin
if w < 0: w = 0
if h < 0: h = 0
tx = x if w==0 else random.randint(x, x+w)
ty = y if h==0 else random.randint(y, y+h)
return (tx, ty)
class Level:
def __init__(self, width, height):
self.width = width
self.height = height
#self.graph = [(0, 0, width, height)]
self.graph = RoomGraph( (0, 0, width, height) )
self.grid = mcrfpy.Grid(width, height, t, (10, 10), (1014, 758))
self.highlighted = -1 #debug view feature
def fill(self, xywh, highlight = False):
if highlight:
ts = 0
else:
ts = room_area(*xywh) % 131
X, Y, W, H = xywh
for x in range(X, X+W):
for y in range(Y, Y+H):
self.grid.at((x, y)).tilesprite = ts
def highlight(self, delta):
rooms = self.graph.walk()
if self.highlighted < len(rooms):
print(f"reset {self.highlighted}")
self.fill(rooms[self.highlighted].data) # reset
self.highlighted += delta
print(f"highlight {self.highlighted}")
self.highlighted = self.highlighted % len(rooms)
self.fill(rooms[self.highlighted].data, highlight = True)
def reset(self):
self.graph = RoomGraph( (0, 0, self.width, self.height) )
for x in range(self.width):
for y in range(self.height):
self.grid.at((x, y)).walkable = True
self.grid.at((x, y)).transparent = True
self.grid.at((x, y)).tilesprite = 0 #random.choice([40, 28])
def split(self, single=False):
if single:
areas = {g.data: room_area(*g.data) for g in self.graph.walk()}
largest = sorted(self.graph.walk(), key=lambda g: areas[g.data])[-1]
largest.split()
else:
for room in self.graph.walk(): room.split()
self.fill_rooms()
def fill_rooms(self, features=None):
rooms = self.graph.walk()
print(f"rooms: {len(rooms)}")
for i, g in enumerate(rooms):
X, Y, W, H = g.data
#c = [random.randint(0, 255) for _ in range(3)]
ts = room_area(*g.data) % 131 + i # modulo - consistent tile pick
for x in range(X, X+W):
for y in range(Y, Y+H):
self.grid.at((x, y)).tilesprite = ts
def wall_rooms(self):
rooms = self.graph.walk()
for g in rooms:
#if random.random() > 0.66: continue
X, Y, W, H = g.data
for x in range(X, X+W):
self.grid.at((x, Y)).walkable = False
#self.grid.at((x, Y+H-1)).walkable = False
for y in range(Y, Y+H):
self.grid.at((X, y)).walkable = False
#self.grid.at((X+W-1, y)).walkable = False
# boundary of entire level
for x in range(0, self.width):
# self.grid.at((x, 0)).walkable = False
self.grid.at((x, self.height-1)).walkable = False
for y in range(0, self.height):
# self.grid.at((0, y)).walkable = False
self.grid.at((self.width-1, y)).walkable = False
def generate(self, target_rooms = 5, features=None):
if features is None:
shuffled = ["boulder", "button"]
random.shuffle(shuffled)
features = ["spawn"] + shuffled + ["exit", "treasure"]
# Binary space partition to reach given # of rooms
self.reset()
while len(self.graph.walk()) < target_rooms:
self.split(single=len(self.graph.walk()) > target_rooms * .5)
# Player path planning
#self.fill_rooms()
self.wall_rooms()
rooms = self.graph.walk()
feature_coords = {}
prev_room = None
for room in rooms:
if not features: break
f = features.pop(0)
feature_coords[f] = room_coord(room, margin=4 if f in ("boulder",) else 1)
## Hallway generation
# plow an inelegant path
if prev_room:
start = room_coord(prev_room, margin=2)
end = room_coord(room, margin=2)
# get x1,y1 and x2,y2 coordinates: top left and bottom right points on the rect formed by two random points, one from each of the 2 rooms
x1 = min([start[0], end[0]])
x2 = max([start[0], end[0]])
dw = x2 - x1
y1 = min([start[1], end[1]])
y2 = max([start[1], end[1]])
dh = y2 - y1
#print(x1, y1, x2, y2, dw, dh)
# random: top left or bottom right as the corner between the paths
tx, ty = (x1, y1) if random.random() >= 0.5 else (x2, y2)
for x in range(x1, x1+dw):
self.grid.at((x, ty)).walkable = True
#self.grid.at((x, ty)).color = (255, 0, 0)
#self.grid.at((x, ty)).tilesprite = -1
for y in range(y1, y1+dh):
self.grid.at((tx, y)).walkable = True
#self.grid.at((tx, y)).color = (0, 255, 0)
#self.grid.at((tx, y)).tilesprite = -1
prev_room = room
# Tile painting
possibilities = None
while possibilities or possibilities is None:
possibilities = ct.wfc_pass(self.grid, possibilities)
return feature_coords