labytest/03_2_map_tunnel.py
2017-11-11 00:10:59 +01:00

381 lines
12 KiB
Python

import pyglet
from pyglet.window import key
import re
import sys
import random
# constants
TILE_SIZE_X = 16
TILE_SIZE_Y = 16
MIN_LEAF_SIZE = 8
class Leaf:
""" Leaf of the BSP """
def __init__(self, x, y, w, h, id):
self.id = id
self.x = x
self.y = y
self.width = w
self.height = h
self.left_leaf = None
self.right_leaf = None
def print_leaf(self):
print('[Leaf]' + str(self.id) + ': (' + str(self.x) + '), (' + str(self.y) + ')' +
' - ' + str(self.width) + 'x' + str(self.height))
def is_terminal(self):
""" Returns True if the leave has no children """
if self.left_leaf or self.right_leaf:
return False
return True
def split(self):
"""
:return: True if the leaf has been split
"""
# self.print_leaf()
# choose direction
# TODO: if leaf is not so square, split along the long side
# if width > XX% height (25, 33 ?) -> split vertical
if random.random() < 0.5:
# x
if self.width < MIN_LEAF_SIZE * 2: # leaf is too small
return False
split_point = random.randint(MIN_LEAF_SIZE, self.width - MIN_LEAF_SIZE)
self.left_leaf = Leaf(self.x, self.y, split_point, self.height, self.id+1)
self.right_leaf = Leaf(self.x + split_point, self.y, self.width - split_point, self.height, self.id+2)
else:
# y
if self.height < MIN_LEAF_SIZE * 2: # leaf is too small
return False
split_point = random.randint(MIN_LEAF_SIZE, self.height - MIN_LEAF_SIZE)
self.left_leaf = Leaf(self.x, self.y, self.width, split_point, self.id+1)
self.right_leaf = Leaf(self.x, self.y + split_point, self.width, self.height - split_point, self.id+2)
return True
class Room:
""" room """
def __init__(self, x, y, w, h, id):
self.x = x
self.y = y
self.width = w
self.height = h
self.id = id
self.print_room()
def print_room(self):
print('[room]' + str(self.id) + ': (' + str(self.x) + '), (' + str(self.y) + ')' +
' - ' + str(self.width) + 'x' + str(self.height))
def draw_map(self, tilemap):
# first wall
for x in range(0, self.width):
tilemap[self.x + x][self.y] = Level.TILE_WALL
# middle
for y in range(1, self.height - 1):
tilemap[self.x][self.y + y] = Level.TILE_WALL
for x in range(1, self.width - 1):
tilemap[self.x + x][self.y + y] = Level.TILE_GROUND
tilemap[self.x ++ self.width - 1][self.y + y] = Level.TILE_WALL
# end
for x in range(0, self.width):
tilemap[self.x + x][self.y + self.height - 1] = Level.TILE_WALL
def center(self):
cx = round(self.x + self.width / 2)
cy = round(self.y + self.height / 2)
return cx, cy
def is_inside(self, x, y):
if x > self.x and x < self.x + self.width \
and y > self.y and y < self.y + self.height:
return True
return False
class Level:
TILE_WALL = 0
TILE_ROAD = 1
TILE_GROUND = 2
TILE_HALLWAY = 3
def __init__(self, sizex, sizey, seed, tile_file=None):
self.sizex, self.sizey = sizex, sizey
self.tileset = []
self.tilemap = []
if tile_file:
self.load_tileset(tile_file)
self.tree = None
self.rooms = []
self.regenerate()
self.seed = seed
self.grid = 0
def load_tileset(self, tile_file):
resource_file = open(tile_file)
line = resource_file.readline().strip()
while line:
image_file = re.compile('\d: ').split(line)[1]
print('loading tile: ' + str(image_file))
self.tileset.append(pyglet.resource.image(image_file))
line = resource_file.readline().strip()
resource_file.close()
def generate_tree(self):
# init tree
tree = [Leaf(0, 0, self.sizex, self.sizey, 0)]
# split leaves until none succeed
# Lists are ordered. Tree will be created and travel from left to right
for l in tree:
if l.split():
tree.append(l.left_leaf)
tree.append(l.right_leaf)
return tree
def generate_rooms(self, leaf, tilemap, room_list):
"""
generate rooms inside partitioned space
:return: a list of generated rooms
"""
if leaf.left_leaf:
self.generate_rooms(leaf.left_leaf, tilemap, room_list)
if leaf.right_leaf:
self.generate_rooms(leaf.right_leaf, tilemap, room_list)
if not leaf.left_leaf and not leaf.right_leaf:
room = self.generate_room(leaf, tilemap)
room_list.append(room)
return room_list
def generate_room(self, leaf, tilemap):
# Leave space for walls
x = random.randint(leaf.x + 1, leaf.x + 2)
y = random.randint(leaf.y + 1, leaf.y + 2)
w = random.randint(MIN_LEAF_SIZE / 2, leaf.width - 2)
h = random.randint(MIN_LEAF_SIZE / 2, leaf.height - 2)
r = Room(x, y, w, h, leaf.id)
r.draw_map(tilemap)
return r
def regenerate(self):
"""" generate a new level """
self.tree = self.generate_tree()
# initialize tilemap with road/ground
self.tilemap = [[self.TILE_GROUND for y in range(0, self.sizey)] for x in range(0, self.sizex)]
# create rooms from partitions
self.rooms = self.generate_rooms(self.tree[0], self.tilemap, [])
self.generate_tunnels()
def draw_map(self):
for y in range(0, self.sizey):
for x in range(0, self.sizex):
self.tileset[self.tilemap[x][y]].blit(x*TILE_SIZE_X, y*TILE_SIZE_Y)
if self.grid:
for x in range(0, self.sizex):
pyglet.graphics.draw(2, pyglet.gl.GL_LINES,
('v2i', (x*TILE_SIZE_X, 0, x*TILE_SIZE_X, self.sizey*TILE_SIZE_Y)),
('c3f', (0, 0, 1)*2 ) )
for y in range(0, self.sizey):
pyglet.graphics.draw(2, pyglet.gl.GL_LINES,
('v2i', (0, y * TILE_SIZE_Y, self.sizex * TILE_SIZE_X, y * TILE_SIZE_Y)),
('c3f', (0, 0, 1)*2 ) )
def dump_tilemap(self):
for y in range(0, self.sizey):
for x in range(0, self.sizex):
print(self.tilemap[x][y], end="")
print("")
def generate_tunnels(self):
""" carve tunnels in the space left by the rooms """
#self.carve_tunnel(2, 2)
#self.tilemap[0][0] = self.TILE_ROAD
# start some random carvers
# for i in range(0, 5):
#
# randx = random.randint(0, self.sizex)
# randy = random.randint(0, self.sizey)
# while not self.carvable(randx, randy, -1):
# randx = random.randint(0, self.sizex)
# randy = random.randint(0, self.sizey)
#
# self.carve_tunnel(randx, randy)
for y in range(2, self.sizey, 1):
for x in range(2, self.sizex, 1):
#if self.tilemap[x][y] == self.TILE_GROUND:
if self.carvable(x, y, -1):
self.carve_tunnel(x, y)
def carve_tunnel(self, startx, starty):
""" carve a tunnel from (startx, starty) """
self.tilemap[startx][starty] = self.TILE_HALLWAY
print("start tunnel at (" + str(startx) + ", " + str(starty) + ")")
# construct direction list
dir_list = [0, 1, 2, 3]
while len(dir_list) > 0:
# choose random direction
direction = int(random.choice(dir_list))
# print("direction chosen " + str(direction))
newx = startx
newy = starty
if direction == 0 and newy > 0: # up
newy -= 1
elif direction == 1 and newy < self.sizey-1: # down
newy += 1
elif direction == 2 and newx > 0: # left
newx -= 1
elif direction == 3 and newx < self.sizex-1: # right
newx += 1
print("will dig (" + str(newx) + ", " + str(newy) + ")")
if self.carvable(newx, newy, direction):
# if self.carvable(newx, newy, -1):
# carve
self.tilemap[newx][newy] = self.TILE_HALLWAY
# TODO: remove backward while reseting directions list?
print("dig (" + str(newx) + ", " + str(newy) + ")")
dir_list = [0, 1, 2, 3]
startx = newx
starty = newy
# self.draw_map()
else:
# remove this direction from the list
# print("remove direction " + str(direction))
dir_list.remove(direction)
# print(dir_list)
def carvable(self, x, y, d):
testx = x
testy = y
# check if in a room
for r in self.rooms:
if r.is_inside(x, y):
return False
if self.tilemap[x][y] == self.TILE_GROUND:
# check all directions
if d == -1:
if x - 1 < 0:
return False
if x + 1 >= self.sizex:
return False
if y - 1 < 0:
return False
if y + 1 >= self.sizey:
return False
if self.tilemap[x-1][y] != self.TILE_GROUND:
return False
if self.tilemap[x+1][y] != self.TILE_GROUND:
return False
if self.tilemap[x][y-1] != self.TILE_GROUND:
return False
if self.tilemap[x][y+1] != self.TILE_GROUND:
return False
return True
# check specific direction
if d == 0 and y - 1 > 0: # up
testy = y - 1
elif d == 1 and y + 1 < self.sizey-1: # down
testy = y + 1
elif d == 2 and x - 1 > 0: # left
testx = x - 1
elif d == 3 and x + 1 < self.sizex-1: # right
testx = x + 1
# if self.tilemap[testx][testy] == self.TILE_GROUND:
# prevent to carve alongside another hallway
# BUG: backward os already carved, so it never returns true
if self.carvable(testx, testy, -1):
return True
return False
##
# main
##
# main window
window = pyglet.window.Window()
@window.event
def on_key_press(symbol, modifiers):
# TODO: ugly hack
global level
if symbol == key.Q:
print('Will quit')
sys.exit(0)
if symbol == key.R:
print('Regeneration')
level.seed = init_random()
level.regenerate()
window.invalid = True
if symbol == key.D:
level.dump_tilemap()
if symbol == key.G:
level.grid ^= 1
elif symbol == key.LEFT:
print('Left arrow')
elif symbol == key.ENTER:
print('Enter !')
@window.event
def on_draw():
window.clear()
level.draw_map()
label.draw()
def init_random():
if len(sys.argv) > 1:
seed = int(sys.argv[1])
else:
seed = random.randint(0, sys.maxsize)
print("Using seed: " + str(seed))
random.seed(seed)
return seed
genseed = init_random()
label_txt = 'Plop World seed: ' + str(genseed)
label = pyglet.text.Label(label_txt, x=window.width*5/6, y=window.height*5/6, anchor_x='center', anchor_y='center',
multiline=True, width=window.width - window.width*5/6)
level = Level(30, 30, genseed, 'tiles.txt')
pyglet.app.run()