zoria/src/dungeon.py

181 lines
6.5 KiB
Python

"""
Dungeon Generator
Based on https://www.jamesbaum.co.uk/blether/procedural-level-generation-rust/
"""
import math
from .rand import rand
from .tiles import Tile
from .vector import Vector
# Room class for generation handling
class Room():
def __init__(self, x, y, width, height):
self.x = x
self.y = y
self.width = width
self.height = height
self.left = x
self.right = x + width
self.top = y
self.bottom = y + height
self.cx = math.floor(self.x + (width / 2))
self.cy = math.floor(self.y + (height / 2))
def intersects(self, other):
return self.left <= other.right and self.right >= other.left and self.top <= other.bottom and self.bottom >= other.top
# Generator as class (for multiple levels)
class Generator():
def __init__(self, width, height = None):
self.rooms = [] # Stores room objects
self.board = [] # Map of zeros and ones
self.width = width
self.height = height or width
for y in range(self.height + 1):
self.board.append([])
for _ in range(self.width + 1):
self.board[y].append(0)
self.place_rooms()
self.place_corridors()
def place_rooms(self):
for _ in range(rand(10, math.floor(self.width * self.height / 144))): # Amount of rooms
rwidth = rand(6, 12) # Room size
rheight = rand(6, 12)
x = rand(0, self.width - rwidth) # Room position
y = rand(0, self.height - rheight)
if x + rwidth > self.width:
x = self.width - rwidth
if y + rheight > self.height:
y = self.height - rheight
collides = False
room = Room(x, y, rwidth, rheight)
# Make sure room doesn't collide
for other_room in self.rooms:
if room.intersects(other_room):
collides = True
break
# Add room if valid place
if not collides:
for row in range(room.height):
for col in range(room.width):
self.board[room.y + row][room.x + col] = 1
self.rooms.append(room)
# Connect rooms together
def place_corridors(self):
for i in range(len(self.rooms) - 1):
room1 = self.rooms[i]
room2 = self.rooms[i + 1]
# Horizontal/vertical connections
if rand(0, 2) == 0:
if room1.cx <= room2.cx:
self.horiz_corridor(room1.cx, room2.cx, room1.cy)
else:
self.horiz_corridor(room2.cx, room1.cx, room1.cy)
if room1.cy <= room2.cy:
self.vert_corridor(room1.cy, room2.cy, room2.cx)
else:
self.vert_corridor(room2.cy, room1.cy, room2.cx)
else:
if room1.cy <= room2.cy:
self.vert_corridor(room1.cy, room2.cy, room2.cx)
else:
self.vert_corridor(room2.cy, room1.cy, room2.cx)
if room1.cx <= room2.cx:
self.horiz_corridor(room1.cx, room2.cx, room1.cy)
else:
self.horiz_corridor(room2.cx, room1.cx, room1.cy)
def horiz_corridor(self, x1, x2, y):
for row in range(y - 1, y + 3):
for col in range(x1 - 1, x2 + 3):
self.board[row][col] = 1
def vert_corridor(self, y1, y2, x):
for row in range(y1, y2 + 3):
for col in range(x - 1, x + 3):
self.board[row][col] = 1
def value_at(self, x, y):
try:
return self.board[y][x]
except:
return 0
def generate(self, map, z):
for y in range(self.height):
for x in range(self.width):
if self.board[y][x] == 1:
map.set_tile(x, y, z, "map:floor")
if self.board[y][x] == 1:
# Adjacent void (Corresponds with rotation map below)
asides = [
[1, 0],
[0, 1],
[-1, 0],
[0, -1]
]
adj = 0 # How many adjacent
arot = 0 # Last adjacent key
for key in range(len(asides)):
off = asides[key]
if self.value_at(x + off[0], y + off[1]) == 0:
adj += 1
arot = key
# Diagonal void (Corresponds with rotation map below)
dsides = [
[-1, 1],
[-1, -1],
[1, -1],
[1, 1]
]
dia = 0 # How many diagonal
drot = None # Last diagonal key
for key in range(len(dsides)):
off = dsides[key]
if self.value_at(x + off[0], y + off[1]) == 0:
dia += 1
# Only set key if opposite tile is floor
if self.value_at(x - off[0], y - off[1]) == 1:
if drot == None:
drot = key
else:
if self.value_at(x + off[0], y) == 0 and self.value_at(x, y + off[1]) == 0:
drot = key
if drot == None:
drot = 0
tile = ""
rmap = [2, 3, 0, 1] # Rotation map
if adj == 0 and dia == 1: # Need diagonals to prevent false positives with all-floor
tile = "map:wall_corner_outer"
rot = rmap[drot]
elif adj == 1:
tile = "map:wall"
rot = rmap[arot]
elif adj == 2:
tile = "map:wall_corner_inner"
rot = rmap[drot]
if tile != "":
map.set_tile(x, y, z + 1, tile)
map.get_tile(x, y, z + 1).set_rotation(rot)