Beispiel #1
0
def light(x, y, brightness, r=1., g=1., b=1., light_map=None):
	if '--no-fx' in sys.argv:
		return
	
	if light_map:
		_active_light_maps = zones.get_active_light_maps()
		_light_map = _active_light_maps[light_map]
	
	else:
		_light_map = post_processing.get_light_map()
	
	_width, _height = zones.get_active_size()
	
	for _x, _y in shapes.circle(x, y, brightness):
		if _x < 0 or _x >= _width or _y < 0 or _y >= _height:
			continue
		
		_brightness = 1 - ((numbers.float_distance((x, y), (_x, _y)) - 1.0) / float(brightness))
		_r = numbers.clip(2 * (_brightness * r), 1, 4)
		_g = numbers.clip(2 * (_brightness * g), 1, 4)
		_b = numbers.clip(2 * (_brightness * b), 1, 4)
		
		_min_r = min(_light_map[0][_y, _x], _r)
		_max_r = max(_light_map[0][_y, _x], _r)
		
		_min_g = min([_light_map[1][_y, _x], _g])
		_max_g = max([_light_map[1][_y, _x], _g])
		
		_min_b = min([_light_map[2][_y, _x], _b])
		_max_b = max([_light_map[2][_y, _x], _b])
		
		_light_map[0][_y, _x] = numbers.interp(_min_r, _max_r, .5)
		_light_map[1][_y, _x] = numbers.interp(_min_g, _max_g, .5)
		_light_map[2][_y, _x] = numbers.interp(_min_b, _max_b, .5)
Beispiel #2
0
def explosion(x, y, size):
	_solids = zones.get_active_solids({}, no_life=True)
	
	for pos in shapes.circle_smooth(x, y, size + .1, 0.05):
		_c_mod = 1 - (numbers.float_distance((x, y), pos) / size)
		_c_mod_clip = numbers.clip(1 - numbers.float_distance((x, y), pos) / size, random.uniform(.3, .45), 1)
		
		if pos in _solids or set(shapes.line((x, y), (int(round(pos[0])), int(round(pos[1]))))) & _solids:
			continue
		
		smoke(pos[0], pos[1], _c_mod_clip)
		
		if random.uniform(0, 1) < numbers.clip(_c_mod, 0, .75) and not pos in _solids:
			fire(pos[0], pos[1], _c_mod)
	
	for i in range(random.randint(2 * size, 3*size)):
		smoke_shooter(x, y, random.randint(0, 359))
	
	light(x, y, random.randint(7, 9), r=2.5, g=1.5, b=1.5)
	light(x, y, random.randint(13, 15), r=1.3, g=1.3, b=1.3)
Beispiel #3
0
def generate_shadow_map(width, height, solids, trees, inside):
    global SHADOWS

    SHADOWS = display.create_shader(width, height)
    SHADOWS[0] += 1
    SHADOWS[1] += 1
    SHADOWS[2] += 1

    _taken = set()

    for x, y in solids:
        if (x, y) in trees:
            continue

        for y1 in range(-3, 4):
            for x1 in range(-3, 4):
                if (x + x1,
                        y + y1) in solids or (x + x1, y + y1) in inside or (
                            x + x1, y + y1
                        ) in _taken or x + x1 >= width or y + y1 >= height:
                    continue

                _shadow = numbers.clip(
                    numbers.distance((x, y),
                                     (x + x1, y + y1)) / 5.0, .25, .6) + .25

                if _shadow < SHADOWS[0][y + y1][x + x1]:
                    SHADOWS[0][y + y1][x + x1] = _shadow
                    SHADOWS[1][y + y1][x + x1] = _shadow
                    SHADOWS[2][y + y1][x + x1] = _shadow

    _taken = set()

    for _x, _y in trees.keys():
        _tree_size = float(trees[_x, _y])

        for x, y in shapes.circle(_x, _y, int(_tree_size)):
            if (x, y) in solids or x >= width or y >= height or x < 0 or y < 0:
                continue

            _distance = numbers.float_distance((x, y), (_x, _y)) * 1.25
            _shadow = numbers.clip(1 - ((_distance / _tree_size) + .25), .1,
                                   .9)

            SHADOWS[0][y][x] = numbers.clip(SHADOWS[0][y][x] - _shadow, .45, 1)
            SHADOWS[1][y][x] = numbers.clip(SHADOWS[1][y][x] - _shadow, .45, 1)
            SHADOWS[2][y][x] = numbers.clip(SHADOWS[2][y][x] - _shadow, .45, 1)

    return SHADOWS
Beispiel #4
0
def generate_shadow_map(width, height, solids, trees, inside):
	global SHADOWS
	
	SHADOWS = display.create_shader(width, height)
	SHADOWS[0] += 1
	SHADOWS[1] += 1
	SHADOWS[2] += 1
	
	_taken = set()
	
	for x, y in solids:
		if (x, y) in trees:
			continue
		
		for y1 in range(-3, 4):
			for x1 in range(-3, 4):
				if (x+x1, y+y1) in solids or (x+x1, y+y1) in inside or (x+x1, y+y1) in _taken or x+x1 >= width or y+y1 >= height:
					continue
				
				_shadow = numbers.clip(numbers.distance((x, y), (x+x1, y+y1))/5.0, .25, .6) + .25
			
				if _shadow < SHADOWS[0][y+y1][x+x1]:
					SHADOWS[0][y+y1][x+x1] = _shadow
					SHADOWS[1][y+y1][x+x1] = _shadow
					SHADOWS[2][y+y1][x+x1] = _shadow
	
	_taken = set()
	
	for _x, _y in trees.keys():
		_tree_size = float(trees[_x, _y])
		
		for x, y in shapes.circle(_x, _y, int(_tree_size)):
			if (x, y) in solids or x >= width or y >= height or x < 0 or y <0:
				continue
			
			_distance = numbers.float_distance((x, y), (_x, _y))*1.25
			_shadow = numbers.clip(1 - ((_distance / _tree_size) + .25), .1, .9)
			
			SHADOWS[0][y][x] = numbers.clip(SHADOWS[0][y][x]-_shadow, .45, 1)
			SHADOWS[1][y][x] = numbers.clip(SHADOWS[1][y][x]-_shadow, .45, 1)
			SHADOWS[2][y][x] = numbers.clip(SHADOWS[2][y][x]-_shadow, .45, 1)
	
	return SHADOWS
Beispiel #5
0
def create_map():
	_grid = world_strategy.MAP['grid']
	_color_map = world_strategy.MAP['color_map']
	_ownable_plots = set()
	_banned_plots = set()
	
	#Mountains
	_noise = tcod.noise_new(3)
	_zoom = 1.25
	_c_pos = constants.STRAT_MAP_WIDTH/2, constants.STRAT_MAP_HEIGHT/2
	_solids = set()
	
	for y in range(0, constants.STRAT_MAP_HEIGHT):
		for x in range(0, constants.STRAT_MAP_WIDTH):
			_m_x = x / constants.MAP_CELL_SPACE
			_m_y = y / constants.MAP_CELL_SPACE
			
			_m_x = numbers.clip(_m_x, 1, (constants.STRAT_MAP_WIDTH/constants.MAP_CELL_SPACE) - 2)
			_m_y = numbers.clip(_m_y, 1, (constants.STRAT_MAP_HEIGHT/constants.MAP_CELL_SPACE) - 2)
			_c_mod = numbers.float_distance(_c_pos, (x, y))/max([constants.STRAT_MAP_WIDTH/2, constants.STRAT_MAP_HEIGHT/2])
			_noise_values = [(_zoom * x / (constants.STRAT_MAP_WIDTH)),
					         (_zoom * y / (constants.STRAT_MAP_HEIGHT))]
			_height = tcod.noise_get_turbulence(_noise, _noise_values, tcod.NOISE_SIMPLEX) * _c_mod
			_char = ' '
			
			#Mountain
			if _height > .55:
				_color_map[x, y] = random.choice([constants.DARKER_GRAY_1,
				                                  constants.DARKER_GRAY_2,
				                                  constants.DARKER_GRAY_3])
				
				_grid[_m_x, _m_y]['is_ownable'] = False
				_banned_plots.add((_m_x, _m_y))
				
				_c_1 = int(round(_color_map[x, y][0] * (1.8 * _height)))
				_c_2 = int(round(_color_map[x, y][1] * (1.8 * _height)))
				_c_3 = int(round(_color_map[x, y][2] * (1.8 * _height)))
			
			else:
				_color_map[x, y] = random.choice([constants.FOREST_GREEN_1,
				                                  constants.FOREST_GREEN_2,
				                                  constants.FOREST_GREEN_3])
				
				_ownable_plots.add((_m_x, _m_y))

				if _height <= .2:
					_char = random.choice([',', '.', '\'', ' ' * (1 + (20 * int(round(_height))))])
				
				_height -= .1

				_c_1 = int(round(_color_map[x, y][0] * (.7 + _height * 2.8)))
				_c_2 = int(round(_color_map[x, y][1] * (1.0 + _height * .9)))
				_c_3 = int(round(_color_map[x, y][2] * (.75 + _height * 1.2)))
			
			display._set_char('map', x, y, _char, (int(round(_c_1 * .8)), int(round(_c_2 * .8)), int(round(_c_3 * .8))), (_c_1, _c_2, _c_3))
	
	_solids = [(x, y) for x, y in list(_banned_plots)]
	
	world_strategy.MAP['astar_map'] = pathfinding.setup(constants.STRAT_MAP_WIDTH/constants.MAP_CELL_SPACE,
	                                                    constants.STRAT_MAP_HEIGHT/constants.MAP_CELL_SPACE,
	                                                    _solids)
	
	return list(_ownable_plots - _banned_plots)
Beispiel #6
0
def generate(width, height):
	_weight_map, _tile_map, _solids, _node_grid = mapgen.create_map(width, height)
	
	_c_x, _c_y = width/2, height/2
	_zoom = 1.2
	_noise = tcod.noise_new(3)
	_possible_trees = set()
	
	for y in range(height):
		for x in range(width):
			_c_dist = numbers.float_distance((x, y), (_c_x, _c_y)) / float(max([width, height]))
			_noise_values = [(_zoom * x / (constants.MAP_VIEW_WIDTH)),
					         (_zoom * y / (constants.MAP_VIEW_HEIGHT))]
			_noise_value = numbers.clip(tcod.noise_get_turbulence(_noise, _noise_values, tcod.NOISE_SIMPLEX) - .7, .5-_c_dist, 1)
			
			if _noise_value > .3:
				_tile = tiles.grass(x, y)
				_possible_trees.add((x, y))
				
			elif _noise_value > .2:
				if random.uniform(.2, .3) + (_noise_value-.2) > .3:
					if _c_dist < .35:
						_tile = tiles.grass(x, y)
						_possible_trees.add((x, y))
					else:
						_tile = tiles.grass(x, y)
						_possible_trees.add((x, y))
				else:
					#TODO: Slowly dither in swamp water
					if _c_dist < .35:
						_tile = tiles.swamp_water(x, y)
					else:
						_tile = tiles.swamp_water(x, y)
			
			elif _noise_value >= 0:
				_r_val = random.uniform(0, .2) + (_noise_value)
				
				if _r_val > .2:
					_tile = tiles.swamp_water(x, y)
				else:
					if random.uniform(0, .2) + (_noise_value) > .2:
						_tile = tiles.swamp_water(x, y)
					else:
						_tile = tiles.tall_grass(x, y)
			
			elif _noise_value < 0:
				_tile = tiles.tall_grass(x, y)
				_possible_trees.add((x, y))
			
			else:
				_tile = tiles.swamp(x, y)
				
			_tile_map[y][x] = _tile
			_weight_map[y][x] = _tile['w']
	
	#############
	#Trader camp#
	#############
	
	_s_x, _s_y = ((width/2)-20, (height/2)-20)
	_building_space = set()
	_walls = set()
	
	#Building
	_width, _height = random.choice([(20, 20), (12, 20), (20, 12)])
	_random_dir = random.randint(0, 3)
	
	if _random_dir == 1:
		_door_x = _width / 2
		_door_y = 0
	
	elif _random_dir == 2:
		_door_x = _width / 2
		_door_y = _height
	
	elif _random_dir == 3:
		_door_x = 0
		_door_y = _height / 2
	
	else:
		_door_x = _width
		_door_y = _height / 2
	
	if _width > _height:
		if _random_dir in [1, 3]:
			_mod = .75
		else:
			_mod = .25
		
		_trade_room_x = int(round(_width * _mod))
		_trade_room_y = -1
		_trade_window_x = _trade_room_x
		_trade_window_y = _height / 2
	else:
		if _random_dir == 1:
			_mod = .75
		else:
			_mod = .25
		
		_trade_room_x = -1
		_trade_room_y = int(round(_height * _mod))
		_trade_window_x = _width / 2
		_trade_window_y = _trade_room_y
	
	for y in range(_height+1):
		_y = _s_y+y
		
		for x in range(_width+1):
			_x = _s_x+x
			
			if (x, y) == (_door_x, _door_y):
				_tile = tiles.concrete(_x, _y)
			
			elif x == 0 or y == 0 or x == _width or y == _height:
				_tile = tiles.wooden_fence(_x, _y)
				_solids.add((_x, _y))
				_walls.add((_x, _y))
			
			else:
				if x == _trade_window_x and y == _trade_window_y:
					_tile = tiles.trade_window(_x, _y)
					
				elif x == _trade_room_x or y == _trade_room_y:
					_tile = tiles.wooden_fence(_x, _y)
					_solids.add((_x, _y))
					_walls.add((_x, _y))
				
				else:
					_tile = tiles.wood_floor(_x, _y)
			
			_weight_map[_y][_x] = _tile['w']
			_tile_map[_y][_x] = _tile
			_building_space.add((_x, _y))
	
	#Wall
	_width, _height = _width * 4, _height * 4
	_ground_space = set()
	
	for y in range(_height + 1):
		_y = _s_y + y
		_yy = _y - int(round(_height * .4))
		
		for x in range(_width + 1):
			_x = _s_x + x
			_xx = _x - int(round(_width * .4))
			
			if random.uniform(0, 1) >= .75:
				continue
			
			if x == 0 or y == 0 or x == _width or y == _height:
				_tile = tiles.wooden_fence(_xx, _yy)
			else:
				if (_xx, _yy) in _building_space:
					continue
				
				_ground_space.add((_xx, _yy))
				
				continue
			
			_weight_map[_yy][_xx] = _tile['w']
			_tile_map[_yy][_xx] = _tile
			_solids.add((_xx, _yy))
	
	#Ground: Inside wall - outside building
	_ground_seeds = random.sample(list(_ground_space - _building_space), 50)
	
	for x, y in _ground_seeds:
		_walker_x = x
		_walker_y = y
		_last_dir = -2, -2
		
		for i in range(random.randint(80, 90)):
			_tile = tiles.concrete_striped(_walker_x, _walker_y)
			_weight_map[_walker_y][_walker_x] = _tile['w']
			_tile_map[_walker_y][_walker_x] =_tile
			
			_dir = random.randint(-1, 1), random.randint(-1, 1)
			_n_x = _walker_x + _dir[0]
			_n_y = _walker_y + _dir[1]
			
			while (_n_x, _n_y) in _building_space or (_n_x, _n_y) in _solids or _last_dir == _dir:
				_dir = random.randint(-1, 1), random.randint(-1, 1)
				_n_x = _walker_x + _dir[0]
				_n_y = _walker_y + _dir[1]
			
			_last_dir = _dir[0] * -1, _dir[0] * -1
			_walker_x = _n_x
			_walker_y = _n_y
	
	#Bushes around outside wall
	
	#Campfires

	"""for room in _rooms:
		_build_doors = []

		for plot_x, plot_y in room['plots']:
			_room = _building[(plot_x, plot_y)]
			_build_walls = ['north', 'south', 'east', 'west']

			for n_plot_x, n_plot_y in [(plot_x-1, plot_y), (plot_x+1, plot_y), (plot_x, plot_y-1), (plot_x, plot_y+1)]:
				if ((n_plot_x, n_plot_y) == _room['door_plot']) or (not _build_doors and not (n_plot_x, n_plot_y) in room['plots'] and (n_plot_x, n_plot_y) in _building):
					if n_plot_x - plot_x == -1:
						_build_doors.append('west')

						if 'west' in _build_walls:
							_build_walls.remove('west')

					elif n_plot_x - plot_x == 1:
						_build_doors.append('east')

						if 'east' in _build_walls:
							_build_walls.remove('east')

					if n_plot_y - plot_y == -1:
						_build_doors.append('north')

						if 'north' in _build_walls:
							_build_walls.remove('north')

					elif n_plot_y - plot_y == 1:
						_build_doors.append('south')

						if 'south' in _build_walls:
							_build_walls.remove('south')

				if (n_plot_x, n_plot_y) in _building:
					if n_plot_x - plot_x == -1 and not _building[(n_plot_x, n_plot_y)]['type'] in buildinggen.ROOM_TYPES[room['type']]['avoid_rooms']:
						if 'west' in _build_walls:
							_build_walls.remove('west')

					elif n_plot_x - plot_x == 1 and not _building[(n_plot_x, n_plot_y)]['type'] in buildinggen.ROOM_TYPES[room['type']]['avoid_rooms']:
						if 'east' in _build_walls:
							_build_walls.remove('east')

					if n_plot_y - plot_y == -1 and not _building[(n_plot_x, n_plot_y)]['type'] in buildinggen.ROOM_TYPES[room['type']]['avoid_rooms']:
						if 'north' in _build_walls:
							_build_walls.remove('north')

					elif n_plot_y - plot_y == 1 and not _building[(n_plot_x, n_plot_y)]['type'] in buildinggen.ROOM_TYPES[room['type']]['avoid_rooms']:
						if 'south' in _build_walls:
							_build_walls.remove('south')

			_x, _y = (_s_x + (plot_x*_room_size)), (_s_y + (plot_y*_room_size))

			for y in range(_y, _y+_room_size):
				for x in range(_x, _x+_room_size):
					if ((x-_x == 0 and 'west' in _build_walls) or (y-_y == 0 and 'north' in _build_walls) or (x-_x == _room_size-1 and 'east' in _build_walls) or (y-_y == _room_size-1 and 'south' in _build_walls)):
						_weight_map[y][x] = _tile['w']
						_tile_map[y][x] = tiles.wooden_fence(x, y)
						_solids.add((x, y))

					else:
						_tile_map[y][x] = buildinggen.ROOM_TYPES[room['type']]['tiles'](x, y)
						_building_space.add((x, y))

			for y in range(_y, _y+_room_size):
				for x in range(_x-1, _x+_room_size+1):
					if (x-_x in [-1, 0] and 'west' in _build_doors and (y-_y<=2 or y-_y>=_room_size-3)) or (x-_x in [_room_size, _room_size+1] and 'east' in _build_doors and (y-_y<=2 or y-_y>=_room_size-3)):
						_weight_map[y][x] = _tile['w']
						_tile_map[y][x] = tiles.wooden_fence(x, y)

						_solids.add((x, y))

			for y in range(_y-1, _y+_room_size+1):
				for x in range(_x, _x+_room_size):
					if (y-_y in [-1, 0] and 'north' in _build_doors and (x-_x<=2 or x-_x>=_room_size-3)) or (y-_y in [_room_size, _room_size+1] and 'south' in _build_doors and (x-_x<=2 or x-_x>=_room_size-3)):
						_weight_map[y][x] = _tile['w']
						_tile_map[y][x] = tiles.wooden_fence(x, y)
						_solids.add((x, y))

			_last_plot_x, _last_plot_y = plot_x, plot_y

	#TODO: Make this into a function?
	_min_x, _max_x = (width, 0)
	_min_y, _max_y = (height, 0)

	for x, y in _building:
		_x, _y = (_s_x + (x*_room_size)), (_s_y + (y*_room_size))

		if _x > _max_x:
			_max_x = _x

		if _x < _min_x:
			_min_x = _x

		if _y > _max_y:
			_max_y = _y

		if _y < _min_y:
			_min_y = _y"""

	_plot_pole_x, _plot_pole_y = _s_x, _s_y
	_tree_plots = _possible_trees - _solids
	_tree_plots = list(_tree_plots - _building_space)
	_trees = {}
	_used_trees = random.sample(_tree_plots, numbers.clip(int(round((width * height) * .001)), 0, len(_tree_plots)))
	_bush_plots = set(_tree_plots) - set(_used_trees)
	_used_bush = random.sample(_bush_plots, numbers.clip(int(round((width * height) * .003)), 0, len(_bush_plots)))
	_swamp_plots = set(_tree_plots) - set(_used_bush)
	_used_swamp = random.sample(_swamp_plots, numbers.clip(int(round((width * height) * .003)), 0, len(_swamp_plots)))
	
	for x, y in _used_trees:
		_size = random.randint(7, 12)
		_trees[x, y] = _size
		
		for w in range(random.randint(1, 2)):
			_walker_x = x
			_walker_y = y
			_walker_direction = random.randint(0, 359)
			
			for i in range(random.randint(_size/4, _size/2)):
				_actual_x, _actual_y = int(round(_walker_x)), int(round(_walker_y))
				
				if _actual_x < 0 or _actual_y < 0 or _actual_x >= width or _actual_y >= height or (_actual_x, _actual_y) in _solids:
					break
				
				_center_mod = numbers.float_distance((_actual_x, _actual_y), (x, y)) / float(_size)
				_tile = tiles.tree(_actual_x, _actual_y)
				_weight_map[_actual_y][_actual_x] = _tile['w']
				_tile_map[_actual_y][_actual_x] = _tile
				
				if random.randint(0, 3):
					_trees[_actual_x, _actual_y] = random.randint(1, _size)
				
				_solids.add((_actual_x, _actual_y))
				_walker_direction += random.randint(-45, 45)
				_n_x, _n_y = numbers.velocity(_walker_direction, 1)
				
				_walker_x += _n_x
				_walker_y += _n_y
	
	for x, y in _used_bush:
		_center_mod = numbers.float_distance((x, y), (_plot_pole_x, _plot_pole_y)) / 60.0
		_walker_x = x
		_walker_y = y
		
		for i in range(int(round(random.randint(44, 55) * _center_mod))):
			_tile = tiles.swamp_water(_walker_x, _walker_y)
			_weight_map[_walker_y][_walker_x] = _tile['w']
			_tile_map[_walker_y][_walker_x] =_tile
			
			_walker_x += random.randint(-1, 1)
			_walker_y += random.randint(-1, 1)
			
			if _walker_x < 0 or _walker_y < 0 or _walker_x >= width or _walker_y >= height or (_walker_x, _walker_y) in _solids:
				break
	
	for x, y in _used_swamp:
		_center_mod = numbers.float_distance((x, y), (_plot_pole_x, _plot_pole_y)) / 120.0
		_walker_x = x
		_walker_y = y
		
		for i in range(int(round(random.randint(44, 55) * (1-_center_mod)))):
			_tile = tiles.swamp(_walker_x, _walker_y)
			_weight_map[_walker_y][_walker_x] = _tile['w']
			_tile_map[_walker_y][_walker_x] =_tile
			
			_walker_x += random.randint(-1, 1)
			_walker_y += random.randint(-1, 1)
			
			if _walker_x < 0 or _walker_y < 0 or _walker_x >= width or _walker_y >= height or (_walker_x, _walker_y) in _solids:
				break

	mapgen.build_node_grid(_node_grid, _solids)
	mapgen.add_plot_pole(_plot_pole_x, _plot_pole_y, 40, _solids)
	
	_fsl = {'Terrorists': {'bases': 1, 'squads': 0, 'trader': True, 'type': life.human_runner},
	        'Militia': {'bases': 0, 'squads': 1, 'trader': False, 'type': life.human_bandit}}
	#'Wild Dogs': {'bases': 0, 'squads': 1, 'trader': False, 'type': life.wild_dog}}
	
	return width, height, _node_grid, mapgen.NODE_SETS.copy(), _weight_map, _tile_map, _solids, _fsl, _trees, _building_space - _walls
Beispiel #7
0
def smoke_cloud(x, y, size, start_alpha=.0, decay_amount=1.0):
	for pos in shapes.circle_smooth(x, y, size + .1, 0.1):
		_c_mod = numbers.clip(1 - numbers.float_distance((x, y), pos) / size, start_alpha, 1)
		
		smoke(pos[0], pos[1], 1, start_amount=_c_mod, decay_amount=decay_amount)