Ejemplo n.º 1
0
	def add_splatter(self, x, y, material, amount, spread = 1):
		valid_tiles = []
		
		for points in self.iter_floodfill(x, y, spread):
			weight = 1./len(points)
			valid_tiles.extend( (point, weight) for point in points )
		
		while valid_tiles:
			i, j = weighted_choice(valid_tiles)
			
			if self.feature_at(i, j).splatters[material] < 1:
				amount = self.splat(i, j, material, amount)
					
				if amount <= 0:
					return
			
			else:
				for n, ((i2, j2), weight) in enumerate(valid_tiles):
					if (i2, j2) == (i, j):
						del valid_tiles[n]
						break
Ejemplo n.º 2
0
	def init(self):
		self.name = 'Test Map'
		self.width = 80
		self.height = 40
		
		seed = [(x, y) for (x, y), value in mg.roomer(80, 40, 40).iteritems() if value == mg.EMPTY]
		
		map = mg.delve_connected(self.width, self.height, 2, 4, 0.1, False, True, limit_draw = False, draw_once = True, fraction_cleared = 0.7, seed = seed)
		
		for (x, y), value in map.iteritems():
			self.place_feature(x, y, {mg.FILLED:features.StoneWall, mg.EMPTY:features.StoneFloor}[value]() )
		
		for (x, y) in mg.get_door_locations(map):
			if random.random() > 0.5:
				self.place_feature(x, y, features.WoodenDoor())
		
		actor_spots = self.get_free_spots_actor()
		item_spots = self.get_free_spots_item()
		
		for x, y in random.sample(actor_spots, 20):
			self.place_actor( x, y, actors.Executioner() )
		
		map_items = [
			#(items.PotionEnergy, 10),
			#(items.PotionHealing, 10),
			#(items.ScrollScrying, 5),
			#(items.WeaponBattleAxe, 1),
			#(items.WeaponLongsword, 2),
			#(items.WeaponSpear, 2),
			(items.WeaponKnife, 5),
			#(items.WeaponKnuckles, 2),
			#(items.ArmorHeavyChain, 2),
			(items.Shield, 5)
			]
		
		for x, y in random.sample(item_spots, 100):
			self.place_item( x, y, weighted_choice(map_items)() )