def statue(self): """ The statue AI pattern is as follows: If a monster that meets certain conditions is in view, do a general haste. If no such monster is in view, teleport adjacent to a damaged monster. If no such monster exists, then teleport randomly. """ for d in self.fov.dudes: if self.spec == "QUICKEN": if (not d.isPlayer()) and (d.AICode != "STATUE"): return action.HasteAll(self, 8, False, False) else: assert False # If the statue is stuck, it can't teleport, so it just stays. if self.hasCondition("STUCK"): return action.Wait(self) # If the statue did not do anything to monsters in view, it must teleport. for m in self.currentLevel.dudeLayer: if m.cur_HP < m.max_HP and not m.isPlayer() and (m.AICode != "STATUE"): # Aha, a target! destination_candidates = coordinates.adjacent_coords(m.coords) destination_options = [ i for i in destination_candidates if self.currentLevel.isEmpty(i) and i not in self.currentLevel.dudeLayer ] if destination_options != []: return action.Teleport(self, rng.choice(destination_options)) # If there are no monsters to which the statue can teleport, teleport randomly. for i in range(100): destination = rng.randomPointInRect( (0, 0), (self.currentLevel.dimensions[0] - 1, self.currentLevel.dimensions[1] - 1)) if self.currentLevel.isEmpty(destination) and \ destination not in self.currentLevel.dudeLayer: return action.Teleport(self, destination) return action.Wait(self)
def populate_level(pop_level, floor_def): """ Populate a given level with monsters. """ NUMBER_OF_MONSTERS = 9 level_nwcorner = (0, 0) level_secorner = [dim - 1 for dim in pop_level.dimensions] for i in range(NUMBER_OF_MONSTERS): monster_to_be_made = floor_def.getRandomMonster() monster_has_been_created = False while not monster_has_been_created: monster_coords = rng.randomPointInRect(level_nwcorner, level_secorner) if pop_level.dungeonGlyph(monster_coords) in level.PASSABLE_TERRAIN and \ monster_coords not in pop_level.dudeLayer: pop_level.addDude(monster_to_be_made, monster_coords, False) monster_has_been_created = True
def randomDungeon(): """ Gets a random dungeon, using a very simple room/corridor model. The room/corridor model used is similar to that of Rogue; the map is divided into nine sectors, each of which is randomly called a room, a corridor, or empty. Once this is done, rooms and corridors are connected to adjacent rooms and corridors. This is coded terribly because it will be replaced someday. """ map_dimensions = (60, 60) map_nwcorner = (10, 10) sector_size = (12, 12) sector_nwcorners = {} for x in range(0, 3): for y in range(0, 3): sector_nwcorners[(x, y)] = ( map_nwcorner[0] + sector_size[0] * x, map_nwcorner[1] + sector_size[1] * y ) sector_types = {} for x in range(0, 3): for y in range(0, 3): percent = rng.randInt(1, 100) if percent <= 60: sector_types[(x, y)] = 1 # it's a room! elif percent <= 75: sector_types[(x, y)] = 2 # it's a corridor! else: sector_types[(x, y)] = 0 # it's empty! room_nwcoords = {} room_secoords = {} for sector_coords in sector_types.keys(): if sector_types[sector_coords] == 1: room_created = False sector_nw = sector_nwcorners[sector_coords] sector_se = (sector_nw[0] + sector_size[0] - 1, sector_nw[1] + sector_size[1] - 1) while not room_created: room_nw = (rng.randInt(sector_nw[0], sector_se[0]), rng.randInt(sector_nw[1], sector_se[1])) room_se = (room_nw[0] + rng.randInt(3, 8), room_nw[1] + rng.randInt(3, 8)) # check validity of room dimensions if room_se[0] <= sector_se[0] and room_se[1] <= sector_se[1]: room_nwcoords[sector_coords] = room_nw room_secoords[sector_coords] = room_se room_created = True elif sector_types[sector_coords] == 2: # A corridor is currently implemented as just a 1-space room. corridor_coords = (rng.randInt(sector_nwcorners[sector_coords][0], sector_nwcorners[sector_coords][0] + sector_size[0] - 1,), rng.randInt(sector_nwcorners[sector_coords][1], sector_nwcorners[sector_coords][1] + sector_size[1] - 1,)) room_nwcoords[sector_coords] = corridor_coords room_secoords[sector_coords] = corridor_coords # Check whether everywhere is accessible; if not, do a redo. sector_is_accessible = {} for x in range(3): for y in range(3): sector_is_accessible[(x, y)] = False for coord in ((0, 0), (1, 0), (2, 0), (0, 1), (1, 1), (2, 1), (0, 2), (1, 2), (2, 2)): if True not in sector_is_accessible.values() and sector_types[coord] != 0: sector_is_accessible[coord] = True if sector_is_accessible[coord] == True and sector_types[coord] != 0: for coord_adjustment in ((1, 0), (0, 1), (-1, 0), (0, -1)): adjacent_coord = coordinates.add(coord, coord_adjustment) if (adjacent_coord[0] >= 0 and adjacent_coord[0] < 3 and adjacent_coord[1] >= 0 and adjacent_coord[1] < 3): sector_is_accessible[adjacent_coord] = True for accessible in sector_is_accessible.items(): if sector_types[accessible[0]] != 0 and not accessible[1]: # Oops. Give up and try again. return randomDungeon() entrance_sector = rng.choice([coords for coords in sector_types.keys() if sector_types[coords] == 1]) exit_sector = rng.choice([coords for coords in sector_types.keys() if sector_types[coords] == 1]) entrance_coords = rng.randomPointInRect(room_nwcoords[entrance_sector], room_secoords[entrance_sector]) exit_coords = rng.randomPointInRect(room_nwcoords[exit_sector], room_secoords[exit_sector]) ret_dungeon = level.empty_dungeon(map_dimensions) for coord in ((0, 0), (1, 0), (2, 0), (0, 1), (1, 1), (2, 1), (0, 2), (1, 2), (2, 2)): if sector_types[coord] != 0: for x in range(room_nwcoords[coord][0], room_secoords[coord][0] + 1): for y in range(room_nwcoords[coord][1], room_secoords[coord][1] + 1): if sector_types[coord] == 1: ret_dungeon[(x, y)] = level.ROOM_INTERIOR_GLYPH else: ret_dungeon[(x, y)] = level.CORRIDOR_GLYPH for coord_adjustment in ((1, 0), (0, 1)): adjacent_coord = coordinates.add(coord, coord_adjustment) if (adjacent_coord[0] < 3 and adjacent_coord[1] < 3 and sector_types[adjacent_coord] != 0): make_corridor(ret_dungeon, rng.randomPointInRect(room_nwcoords[coord], room_secoords[coord]), rng.randomPointInRect(room_nwcoords[adjacent_coord], room_secoords[adjacent_coord])) ret_dungeon[entrance_coords] = level.UPSTAIRS_GLYPH ret_dungeon[exit_coords] = level.DOWNSTAIRS_GLYPH return ret_dungeon
def randomDungeon(): """ Gets a random dungeon, using a very simple room/corridor model. The room/corridor model used is similar to that of Rogue; the map is divided into nine sectors, each of which is randomly called a room, a corridor, or empty. Once this is done, rooms and corridors are connected to adjacent rooms and corridors. This is coded terribly because it will be replaced someday. """ map_dimensions = (MAX_SIZE_X, MAX_SIZE_Y) map_nwcorner = (NW_CORNER_X, NW_CORNER_Y) sector_size = (SECTOR_SIZE_X, SECTOR_SIZE_Y) sector_list = [(x, y) for x in range(NUM_SECTORS_X) for y in range(NUM_SECTORS_Y)] sector_nwcorners = {} for x in range(NUM_SECTORS_X): for y in range(NUM_SECTORS_Y): sector_nwcorners[(x, y)] = ( map_nwcorner[0] + sector_size[0] * x, map_nwcorner[1] + sector_size[1] * y ) sector_types = {} for x in range(NUM_SECTORS_X): for y in range(NUM_SECTORS_Y): percent = rng.randInt(1, 100) if percent <= 25: sector_types[(x, y)] = st.ROOM elif percent <= 60: sector_types[(x, y)] = st.DOUBLE_ROOM elif percent <= 75: sector_types[(x, y)] = st.CORRIDOR else: sector_types[(x, y)] = st.EMPTY room_nwcoords = {} room_secoords = {} for sector_coords in sector_types.keys(): sector_nw = sector_nwcorners[sector_coords] sector_se = (sector_nw[0] + sector_size[0] - 1, sector_nw[1] + sector_size[1] - 1) if sector_types[sector_coords] in (st.ROOM, st.DOUBLE_ROOM): (room_nwcoords[sector_coords], room_secoords[sector_coords]) \ = choose_room_corners(sector_nw, sector_se) elif sector_types[sector_coords] == st.CORRIDOR: # A corridor is currently implemented as just a 1-space room. corridor_coords = (rng.randInt(sector_nw[0], sector_se[0]), rng.randInt(sector_nw[1], sector_se[1])) room_nwcoords[sector_coords] = corridor_coords room_secoords[sector_coords] = corridor_coords # Check whether everywhere is accessible; if not, do a redo. sector_is_accessible = {} for x in range(NUM_SECTORS_X): for y in range(NUM_SECTORS_Y): sector_is_accessible[(x, y)] = False for coord in sector_list: if True not in sector_is_accessible.values() \ and sector_types[coord] != 0: sector_is_accessible[coord] = True if sector_is_accessible[coord] == True \ and sector_types[coord] != st.EMPTY: for coord_adjustment in ((1, 0), (0, 1), (-1, 0), (0, -1)): adjacent_coord = coordinates.add(coord, coord_adjustment) if (adjacent_coord[0] >= 0 and adjacent_coord[0] < NUM_SECTORS_X and adjacent_coord[1] >= 0 and adjacent_coord[1] < NUM_SECTORS_Y): sector_is_accessible[adjacent_coord] = True for accessible in sector_is_accessible.items(): if sector_types[accessible[0]] != 0 and not accessible[1]: # Oops. Give up and try again. return randomDungeon() entrance_sector = rng.choice([coords for coords in sector_types.keys() if sector_types[coords] in (st.ROOM, st.DOUBLE_ROOM)]) exit_sector = rng.choice([coords for coords in sector_types.keys() if sector_types[coords] in (st.ROOM, st.DOUBLE_ROOM)]) entrance_coords = rng.randomPointInRect(room_nwcoords[entrance_sector], room_secoords[entrance_sector]) exit_coords = rng.randomPointInRect(room_nwcoords[exit_sector], room_secoords[exit_sector]) ret_dungeon = level.empty_dungeon(map_dimensions) for coord in sector_list: if sector_types[coord] != st.EMPTY: if sector_types[coord] == st.CORRIDOR: fill_glyph = level.CORRIDOR_GLYPH else: fill_glyph = level.ROOM_INTERIOR_GLYPH arrays.fill_rect(ret_dungeon, room_nwcoords[coord], room_secoords[coord], fill_glyph) # If there is another room to the south or east, make a corridor from this room # to it. for coord_adjustment in ((1, 0), (0, 1)): adjacent_coord = coordinates.add(coord, coord_adjustment) if (adjacent_coord[0] < NUM_SECTORS_X and adjacent_coord[1] < NUM_SECTORS_Y and sector_types[adjacent_coord] != 0): make_corridor(ret_dungeon, rng.randomPointInRect(room_nwcoords[coord], room_secoords[coord]), rng.randomPointInRect(room_nwcoords[adjacent_coord], room_secoords[adjacent_coord])) # If the room type is DOUBLE_ROOM, bolt on a second room to the first. # This room can overflow! That is intentional. if sector_types[coord] == st.DOUBLE_ROOM: max_second_se = (room_secoords[coord][0] + MIN_ROOM_SIZE, room_secoords[coord][1] + MIN_ROOM_SIZE) (second_nw, second_se) = choose_room_corners( room_nwcoords[coord], max_second_se) arrays.fill_rect(ret_dungeon, second_nw, second_se, level.ROOM_INTERIOR_GLYPH) ret_dungeon[entrance_coords] = level.UPSTAIRS_GLYPH ret_dungeon[exit_coords] = level.DOWNSTAIRS_GLYPH return ret_dungeon