def tunnler(self): dungeon_level = self.dungeon_level center_position = (dungeon_level.width / 2, dungeon_level.height / 2) brush = dgen.SinglePointBrush(dgen.ReplaceComponent(terrain.Floor)) end_condition = dgen.CountDownCondition(17) move_list = list(direction.AXIS_DIRECTIONS) dgen.dfs_tunnler(dungeon_level, center_position, 4, 12, brush, end_condition, move_list)
def drunkard_walk(self): dungeon_level = self.dungeon_level center_position = (dungeon_level.width / 2, dungeon_level.height / 2) brush = dgen.SinglePointBrush(dgen.ReplaceComponent(terrain.Floor)) end_condition = dgen.CountDownCondition(dungeon_level.width * dungeon_level.height * 0.2) move_list = list(direction.DIRECTIONS) dgen.drunkard_walk(dungeon_level, center_position, brush, end_condition, move_list)
def random_explosion(self): dungeon_level = self.dungeon_level center_position = (dungeon_level.width / 2, dungeon_level.height / 2) brush = dgen.SinglePointBrush(dgen.ReplaceComponent(terrain.Floor)) end_condition = dgen.CountDownCondition(dungeon_level.width * dungeon_level.height * 0.1) move_list = list(direction.AXIS_DIRECTIONS) dgen.random_explosion(dungeon_level, center_position, brush, end_condition, move_list)
def fractal_room(self): dungeon_level = self.dungeon_level center_position = (dungeon_level.width / 2, dungeon_level.height / 2) brush = dgen.RandomTriShapedBrush(dgen.ReplaceComponent(terrain.Floor)) dgen.fractal_room(dungeon_level, center_position, brush)