def generate(self):
        shops = 0
        hotel = 0
        taverns = util.roll(1, self.rank, -1)
        if self.rank >= 3:
            if util.coinflip():
                shops = util.roll(1, self.rank, -2)
            hotel = util.coinflip()
        #roll for number of houses. it'lee be 4-8 houses for small village
        #and 6-12 for town. and much for for large city. but that's it for now
        house_count = util.roll(self.rank, 3, self.rank)
        noble_house_count = util.roll(1, self.rank, -3)
        gl.logger.debug(
            'Generating buildings: %d rooms, %d noble, %d tavern, %d shops, %d hotel'
            % (house_count, noble_house_count, taverns, shops, hotel))
        gen = self.create_room_generator(house_count, noble_house_count,
                                         taverns, shops, hotel)
        self.generate_road()

        for x in (noble_house_count, taverns, shops, hotel):
            house_count += util.cap_lower(x, 0, 0)
        gl.logger.debug('Total number of houses: %d' % house_count)
        if self.room_placer is None:
            self.generate_rooms_random_place(house_count, gen)
        else:
            self.room_placer(self, house_count, gen)
Esempio n. 2
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    def place_monsters(self):
        #choose random number of monsters
        #3d(dlvl) + 3d2 + 7 monsters total - at least 11 monsters on d1 and up-to 40 on d27
        num_monsters = util.roll(1, gl.__dlvl__, util.roll(3, 2, 7))
        #cap monster generation for now
        num_monsters = util.cap(num_monsters, 30)

        for i in range(num_monsters):
            #choose random spot for this monster
            x, y = self.find_random_square(self.has_critter_at)
            #determining critter level. it may vary from XL - 3 to XL + 3. To let is scale better multiply by 100
            #cap it to be no lower than 1
            crit_hd = util.cap_lower(randrange(gl.__xl__ - 3, gl.__xl__ + 3), 1, 1)
            self.place_critter(gl.__dlvl__, crit_hd, x, y)

        #check for OOD monster. let's create OOD 10% of the time for now
        if libtcod.random_get_int(0, 0, 100) >= 89:
            crit_level = libtcod.random_get_int(0, gl.__dlvl__ + 2, gl.__dlvl__ + 3)
            crit_hd = util.cap_lower(randrange(gl.__xl__ - 3, gl.__xl__ + 3), 1, 1)
            x, y = self.find_random_square(self.has_critter_at)
            self.place_critter(crit_level, crit_hd, x, y)
    def generate_road(self):
        ms_start = libtcod.sys_elapsed_milli()
        _h = self.height / 3
        road_y = randrange(_h - util.roll(1, 10), _h + util.roll(1, 10))
        len_no_break = randrange(self.break_road / 2, self.break_road)
        old_road_y = road_y
        delta = 0
        if self.rank > self.RANK_CITY:
            delta = 1
        for x in xrange(0, self.width):
            len_no_break -= 1
            if len_no_break <= 0:
                len_no_break = randrange(self.break_road / 2, self.break_road)
                y_delta = util.roll(1, 3)
                #nope, try another turn
                if y_delta == 1:
                    len_no_break = 1
                elif y_delta == 2:
                    old_road_y, road_y = road_y, util.cap_lower(
                        road_y - 1, 0, 0)
                    delta = -1
                else:
                    old_road_y, road_y = road_y, util.cap(
                        road_y + 1, self.height)
                    delta = 1

            self.roadminy = min(self.roadminy, road_y)
            self.roadmaxy = max(self.roadmaxy, road_y)
            if old_road_y != road_y:
                self._map[old_road_y][x] = self.road()
                self._map[road_y][x] = self.road()
                old_road_y = road_y
            else:
                self._map[road_y][x] = self.road()
                if self.rank >= self.RANK_CITY:
                    self._map[road_y + delta][x] = self.road()
        ms_end = libtcod.sys_elapsed_milli()
        print 'generated in ' + str(ms_end - ms_start) + ' ms'
    def generate(self):
        shops = 0
        hotel = 0
        taverns = util.roll(1, self.rank, -1)
        if self.rank >=3:
            if util.coinflip():
                shops = util.roll(1, self.rank, -2)
            hotel = util.coinflip()
        #roll for number of houses. it'lee be 4-8 houses for small village
        #and 6-12 for town. and much for for large city. but that's it for now
        house_count = util.roll(self.rank,3, self.rank)
        noble_house_count = util.roll(1, self.rank, -3)
        gl.logger.debug('Generating buildings: %d rooms, %d noble, %d tavern, %d shops, %d hotel' % (house_count, noble_house_count, taverns, shops, hotel))
        gen = self.create_room_generator(house_count, noble_house_count, taverns, shops, hotel)
        self.generate_road()

        for x in (noble_house_count, taverns, shops, hotel):
            house_count += util.cap_lower(x, 0, 0)
        gl.logger.debug('Total number of houses: %d' % house_count)
        if self.room_placer is None:
            self.generate_rooms_random_place(house_count, gen)
        else:
            self.room_placer(self, house_count, gen)
    def generate_road(self):
        ms_start = libtcod.sys_elapsed_milli()
        _h = self.height / 3
        road_y = randrange(_h - util.roll(1, 10), _h + util.roll(1, 10))
        len_no_break = randrange(self.break_road / 2, self.break_road)
        old_road_y = road_y
        delta = 0
        if self.rank > self.RANK_CITY:
            delta = 1
        for x in xrange(0, self.width):
            len_no_break -= 1
            if len_no_break <= 0:
                len_no_break = randrange(self.break_road / 2, self.break_road)
                y_delta = util.roll(1, 3)
                #nope, try another turn
                if y_delta == 1:
                    len_no_break = 1
                elif y_delta == 2:
                    old_road_y, road_y = road_y, util.cap_lower(road_y - 1, 0, 0)
                    delta = -1
                else:
                    old_road_y, road_y = road_y, util.cap(road_y + 1, self.height)
                    delta = 1

            self.roadminy = min(self.roadminy, road_y)
            self.roadmaxy = max(self.roadmaxy, road_y)
            if old_road_y != road_y:
                self._map[old_road_y][x] = self.road()
                self._map[road_y][x] = self.road()
                old_road_y = road_y
            else:
                self._map[road_y][x] = self.road()
                if self.rank >= self.RANK_CITY:
                    self._map[road_y + delta][x] = self.road()
        ms_end = libtcod.sys_elapsed_milli()
        print 'generated in ' + str(ms_end - ms_start) + ' ms'
Esempio n. 6
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 def update_coords(self, playerx, playery):
     self.x = util.cap_lower(playerx - self.center[0], 0, 0)
     self.y = util.cap_lower(playery - self.center[1], 0, 0)
     self.x2 = util.cap(self.x + self.w - 1, self.map.width)
     self.y2 = util.cap(self.y + self.h - 1, self.map.height)
     self.playerxy = (playerx, playery)