Exemplo n.º 1
0
 def branchTile(self, generalmap, room):
     (xpos, ypos) = room.getPos()
     (xdim, ydim) = room.getDimensions()
     candidateList = [ ]
     #room.printGrid()
     for i in range(1,xdim-1):
         #print generalmap.getEntry(i+xpos,ypos), room.getGrid(i,0).getFG()
         if generalmap.getEntry(i+xpos,ypos) == const.EWWALL:
             candidateList += [(i+xpos,ypos)]
         #print generalmap.getEntry(i+xpos,ypos+ydim-1), room.getGrid(i,ydim-1).getFG()
         if generalmap.getEntry(i+xpos,ypos+ydim-1) == const.EWWALL:
             candidateList += [(i+xpos,ypos+ydim-1)]
     for i in range(1,ydim-1):
         #print generalmap.getEntry(xpos,i+ypos), room.getGrid(0,i).getFG()
         if generalmap.getEntry(xpos,i+ypos) == const.NSWALL:
             candidateList += [(xpos,i+ypos)]
         #print generalmap.getEntry(xpos+xdim-1,i+ypos), room.getGrid(xdim-1,i).getFG()
         if generalmap.getEntry(xpos+xdim-1,i+ypos) == const.NSWALL:
             candidateList += [(xpos+xdim-1,i+ypos)]
     
     #print candidateList
     cand = choice(candidateList)
     if cand[0] == xpos:
         return (cand, 'w')
     elif cand[0] == xpos+xdim-1:
         return (cand, 'e')
     elif cand[1] == ypos:
         return (cand, 'n')
     elif cand[1] == ypos+ydim-1:
         return (cand, 's')
Exemplo n.º 2
0
 def generateMap(self, maxRooms):
     self.rooms = []
     startingRoom = self.genRoom((0,0),'round')
     (xdim, ydim) = startingRoom.getDimensions()
     startingRoom.setPos( ( (self.generalmap.DIM/2)-(xdim/2), (self.generalmap.DIM/2) - (ydim/2)))
     self.rooms += [startingRoom]
     self.addRoom(self.generalmap, startingRoom, startingRoom.getPos() )
     self.secretRooms = []
     
     while len(self.rooms) < maxRooms:
         # 4 select random room
         
         candidateRoom = choice(self.rooms)
         
         # 5 select random wall tile from above room
         
         tile, dir = self.branchTile(self.generalmap, candidateRoom)
         
         # 6 generate new room
         '''
         if len(rooms) in [5,10,15]:
             newRoom = self.genRoom((0,0), 'round')
         else: newRoom = self.genRoom()
         '''
         newRoom = self.genRoom( )
         
         # 7 see if new room fits next to selected room
         if self.checkNewRoom(self.generalmap, newRoom, tile, dir):
             startingRoom.setPos( ( (self.generalmap.DIM/2)-(xdim/2), (self.generalmap.DIM/2)-(ydim/2) ) )
         # 8  if yes - continue, if not go back to step 4
         
         # 9 add new room to generalmap and list of rooms
             self.rooms += [newRoom]
             self.addRoom(self.generalmap, newRoom, newRoom.getPos() )
         
         # 9.a add rooms as neighbors
             candidateRoom.neighbors.append(newRoom)
             newRoom.neighbors.append(candidateRoom)
         # 9.b make room secret?
             if len(self.rooms) == maxRooms - 1:
                 newRoom.secret = True
                 self.secretRooms.append(newRoom)
             
         #10 create doorway into new room
             roomtools.addDoorway(tile, dir, newRoom, candidateRoom, self)
         # 10a check to see if more neighbors can be added
             roomtools.checkForNeighbors(newRoom, candidateRoom, self)
             
         # 11 repeat step 4
         
     # set staircases
     '''
     choice1 = choice(rooms)
     (xpos, ypos) = choice1.getPos()
     (xdim, ydim) = choice1.getDimensions()
     self.generalmap.setEntry( xpos + xdim/2, ypos + ydim/2, 120)
     self.POE = ( xpos + xdim/2, ypos + ydim/2 )
     rooms.remove(choice1)
     '''
     # down
     choice1 = choice(self.rooms)
     # find room with only 1 entrance to place stairs leading down and dungeon door
     # WARNING: this algorithm not guaranteed to stop.
     while len(choice1.entrances) > 1 or choice1.secret or choice1.neighbors[0].secret:
         choice1 = choice(self.rooms)
     (xpos, ypos) = choice1.getPos()
     (xdim, ydim) = choice1.getDimensions()
     (doorX, doorY) = choice1.entrances[0]
     self.generalmap.setEntry( xpos + xdim/2, ypos + ydim/2, const.STAIRDN, len(self.rooms))
     self.generalmap.setEntry( doorX, doorY, const.DOOR, len(self.rooms))
     self.generalmap.pointOfExit = ( xpos + xdim/2, ypos + ydim/2 )
     
     # up
     choice2 = choice1.neighbors[0]
     (xpos, ypos) = choice2.getPos()
     (xdim, ydim) = choice2.getDimensions()
     self.generalmap.setEntry( xpos + xdim/2, ypos + ydim/2, const.STAIRUP, len(self.rooms))
     self.generalmap.pointOfEntry = ( xpos + xdim/2, ypos + ydim/2 )
     self.generalmap.heroStart = ( xpos + xdim/2, ypos + ydim/2 )
     self.rooms.remove(choice1)
     
     self.rooms.remove(choice2)
     # set hero starting location - optional
     choice3 = choice(self.rooms)
     (xpos, ypos) = choice3.getPos()
     (xdim, ydim) = choice3.getDimensions()
     self.generalmap.hs = ( xpos + xdim/2, ypos + ydim/2 )
     self.rooms.remove(choice3)
     
     #add chests
     chestlist = []
     for i in range(maxRooms/5):
         choice4 = choice(self.rooms)
         (xpos, ypos) = choice4.getPos()
         (xdim, ydim) = choice4.getDimensions()
         chestItems = []
         '''
         if misc.rollDie(0, 2):
             chestItems.append( (randrange(26,29), self.level/4,
                                                            [randrange( (self.level/4)+1, (self.level/4)+3 ),
                                                             randrange( (self.level/4)+1, (self.level/4)+3 ),
                                                             randrange( (self.level/4)+1, (self.level/4)+3 )] ) )
         else: chestItems.append( (randrange(31,34), self.level/4, randrange(0, 3) ) )
         '''
         chestItems.append( (const.PARCHMENT, choice(mapScr.parchByLevel[self.level]) ) )
         if misc.rollDie(0, 2):
             chestItems.append( (const.GOLD, choice( range(15, 50)+range(15,30) ) ))
         self.generalmap.setEntry( xpos + xdim/2, ypos + ydim/2, const.CHEST, len(self.rooms))
         chestlist += [( ( xpos + xdim/2, ypos + ydim/2), chestItems )]
         self.rooms.remove(choice4)
     
     for room in self.secretRooms:
         (xpos, ypos) = room.getPos()
         (xdim, ydim) = room.getDimensions()
         self.generalmap.setEntry( xpos + xdim/2, ypos + ydim/2, const.CHEST, len(self.rooms))
         sItem = choice( mapScr.specialByLevel[self.level] )
         if sItem in range(const.WSWORD, const.RING):
             mods = [randrange( (self.level/4)+1, 
                                (self.level/4)+3 ),
                     randrange( (self.level/4)+1, 
                                (self.level/4)+3 ),
                     randrange( (self.level/4)+1, 
                                (self.level/4)+3 )]
             chestlist += [( ( xpos + xdim/2, 
                               ypos + ydim/2), 
                             [ (sItem, mods)] )]
         elif sItem in range(const.HELMET, const.SSHIELD+1):
             chestlist += [ ( ( xpos + xdim/2, 
                                ypos + ydim/2), 
                            [(sItem,None)] )]
         
     self.generalmap.chests = dict(chestlist)
     # add enemies
     while len(self.rooms) > 1:
         room = choice(self.rooms)
         (xpos, ypos) = room.getPos()
         (xdim, ydim) = room.getDimensions()
         self.generalmap.NPCs.append( (( xpos + xdim/2, 
                                  ypos + ydim/2), 
                                choice(enemyScr.enemiesByDungeonLevel[self.generalmap.level] ) ) )
         self.rooms.remove(room)
     
     # add key for door
     keyRoom = self.rooms[0]
     (xpos, ypos) = keyRoom.getPos()
     (xdim, ydim) = keyRoom.getDimensions()
     self.generalmap.setEntry( xpos + xdim/2, ypos + ydim/2, const.KEY, len(self.rooms))
     self.rooms.remove(keyRoom)