def generate_dungeon(w, h, difficulty=1): level = Level(w, h) new_map = [[0 for _ in xrange(h)] for _ in xrange(w)] # initialize new_map to noise (0.43% filled) for x,y in range2d(w, h): if random.random() < 0.43: new_map[x][y] = 1 # apply cellular automation for i in xrange(2): temp_map = [[0 for _ in xrange(h)] for _ in xrange(w)] for x,y in range2d(w, h): wall_count = 0 for i,j in box2d(x-1, y-1, 3, 3): if 0 <= i < w and 0 <= j < h: wall_count += new_map[i][j] else: # sides = instawall wall_count += 3 if wall_count >= 5: temp_map[x][y] = 1 new_map = temp_map # apply changes to actual map for x,y in range2d(w, h): tile = level.tiles[x][y] if new_map[x][y] == 1: tile.img = spr.ROCK tile.blocking = True tile.transparent = False else: tile.img = spr.MUD_FLOOR tile.blocking = False tile.transparent = True # spawn treasures and creatures mr = level.get_main_region() treasures = random.sample(mr, difficulty) for loc in treasures: level.add_item(loc, Item(spr.GOLD_NUGGET, name="gold nugget", value=50+difficulty*25)) mobs = random.sample(mr, difficulty) for loc in mobs: c = Creature(level, *loc, hp=difficulty*10, maxhp=difficulty*10, name="malicious slime", gold=10+difficulty*5) c.min_atk = difficulty c.max_atk = difficulty*2 level.creatures.append(c) return level
def generate_shop(w, h, shop_items): level = Level(w, h, is_shop=True) for x,y in range2d(w, h): t = level.tiles[x][y] if x == 0 or y == 0 or x == w-1 or y == h-1: t.img = spr.WOOD_WALL t.blocking = True t.transparent = False else: t.img = spr.WOOD_FLOOR t.blocking = False t.transparent = True for a,b in box2d(2, 2, 5, 5): level.add_item((a,b), random.choice(shop_items)) for a,b in box2d(9, 2, 5, 5): level.add_item((a,b), random.choice(shop_items)) for a,b in box2d(2, 9, 5, 5): level.add_item((a,b), random.choice(shop_items)) for a,b in box2d(9, 9, 5, 5): level.add_item((a,b), random.choice(shop_items)) level.illuminated = True return level
from my_geom import box2d from level import Level from level_generators import generate_dungeon, generate_shop from objects import Item, Portal import default_items import item_actions WELL_DEPTH = 20 town = Level(25, 25, name="town") well = [generate_dungeon(13+min(12,i), 13+min(12,i), i+1) for i in xrange(100)] shop = [] town.illuminated = True town.generate_town() town.add_item((12,12), Item(spr.WELL, name="well of doom", holdable=False)) default_items.general = [ Item(spr.TORCH, name="torch", value=20, luminosity=3), Item(spr.LANTERN, name="lantern", value=800, luminosity=5), Item(spr.POTION_RED, name="lesser health potion", value=15, desc="In[v]oking it will heal 10 HP.", action=item_actions.heal_target(10), ), Item(spr.SCROLL, name="town portal scroll", value=50, desc="In[v]oking it will return the user to town after channeling.", action=item_actions.tp_target_to(town, 12, 12), ), Item(spr.ESSENCE, name="luminescent sphere", value=4000, luminosity=999), ]