def generate(): logging.info('Generating world...') ai_factions.boot() ai_squads.boot() ai_flow.boot() _weight_map, _tile_map, _solids, _node_grid = mapgen.create_map(constants.STRAT_MAP_WIDTH/constants.MAP_CELL_SPACE, constants.STRAT_MAP_HEIGHT/constants.MAP_CELL_SPACE) _ownable_plots = create_map() create_bases(_ownable_plots) create_factions() _node_sets = {} _fsl = {} world_strategy.MAP for y in range(0, constants.STRAT_MAP_HEIGHT): for x in range(0, constants.STRAT_MAP_WIDTH): _m_x = x / constants.MAP_CELL_SPACE _m_y = y / constants.MAP_CELL_SPACE #_camp = world_strategy.MAP['grid'][_m_x, _m_y] _tile_map[_m_y][_m_x] = tiles.grass(_m_x, _m_y) _zone_id = zones.create('arena', constants.STRAT_MAP_WIDTH/constants.MAP_CELL_SPACE, constants.STRAT_MAP_HEIGHT/constants.MAP_CELL_SPACE, _node_grid, _node_sets, _weight_map, _tile_map, {}, _fsl, {}, {}, [], []) zones.activate(_zone_id)
def generate(width, height): _weight_map, _tile_map, _solids, _node_grid = mapgen.create_map(width, height) _zoom = .95 _noise = tcod.noise_new(3) _low_grass = 25 _fsl = {} _building_space = set() _walls = set() _possible_trees = set() _river_start_x = random.randint(int(round(width * .35)), int(round(width * .65))) _river_start_y = 0#random.randint(int(round(height * .15)), int(round(height * .85))) _x = _river_start_x _y = _river_start_y _px, _py = _river_start_x, _river_start_y _river_direction = 270 _turn_rate = random.randint(-1, 1) _river_tiles = set() _river_size = random.randint(7, 10) _ground_tiles = set() _possible_camps = set() while 1: for i in range(4, 10): for __x, __y in shapes.circle(_x, _y, _river_size): if __x < 0 or __y < 0 or __x >= width or __y >= height or (__x, __y) in _solids: continue _river_tiles.add((__x, __y)) _tile = tiles.swamp_water(__x, __y) _tile_map[__y][__x] = _tile _weight_map[__y][__x] = _tile['w'] _river_direction += _turn_rate _xv, _yv = numbers.velocity(_river_direction, 1) _px += _xv _py += _yv _x = int(round(_px)) _y = int(round(_py)) if _x < 0 or _y < 0 or _x >= width or _y >= height or (_x, _y) in _solids: break if _x < 0 or _y < 0 or _x >= width or _y >= height: break _turn_rate = random.uniform(-2.5, 2.5) _river_size = numbers.clip(_river_size + random.randint(-1, 1), 7, 10) for y in range(height): for x in range(width): if (x, y) in _river_tiles: continue _tile = tiles.grass(x, y) _tile_map[y][x] = _tile _weight_map[y][x] = _tile['w'] _ground_tiles.add((x, y)) tcod.noise_set_type(_noise, tcod.NOISE_WAVELET) for y in range(height): for x in range(width): if (x, y) in _river_tiles: continue _noise_values = [(_zoom * x / (constants.MAP_VIEW_WIDTH)), (_zoom * y / (constants.MAP_VIEW_HEIGHT))] _noise_value = 100 * tcod.noise_get_turbulence(_noise, _noise_values, tcod.NOISE_WAVELET) if _low_grass <= _noise_value <= 100: _tile = tiles.tall_grass(x, y) if _noise_value >= 40: if not x < width * .15 and not x > width * .85 and not y < height * .15 and not y > height * .85: _possible_camps.add((x, y)) if random.uniform(0, 1) > .5: _possible_trees.add((x, y)) elif _noise_value >= _low_grass - 10 and 10 * random.uniform(0, 1) > _low_grass-_noise_value: _tile = tiles.grass(x, y) else: _tile = tiles.rock(x, y) _solids.add((x, y)) _tile_map[y][x] = _tile _weight_map[y][x] = _tile['w'] _trees = {} _tree_plots = _possible_trees - _solids - _river_tiles _used_trees = random.sample(_tree_plots, numbers.clip(int(round((width * height) * .002)), 0, len(_tree_plots))) for x, y in _used_trees: _size = random.randint(1, 3) for _x, _y in shapes.circle(x, y, _size): if _x < 0 or _y < 0 or _x >= width or _y >= height or (_x, _y) in _solids: break _tile = tiles.tree(_x, _y) _weight_map[_y][_x] = _tile['w'] _tile_map[_y][_x] = _tile _trees[_x, _y] = random.uniform(2, 3.5) * _size _solids.add((_x, _y)) _ground_tiles = _ground_tiles - _solids _plot_pole_x, _plot_pole_y = width/2, height/2 _bushes = random.sample(_ground_tiles, numbers.clip(int(round((width * height) * .0003)), 0, len(_ground_tiles))) _camps = set() while len(_possible_camps): _camp_1 = random.choice(list(_possible_camps)) _possible_camps.remove(_camp_1) _camps.add(_camp_1) for camp_2 in _possible_camps.copy(): _dist = numbers.distance(_camp_1, camp_2) if _dist <= 250: _possible_camps.remove(camp_2) for x, y in _bushes: _walker_x = x _walker_y = y _last_dir = -2, -2 for i in range(random.randint(10, 15)): _tile = tiles.tree(_walker_x, _walker_y) _weight_map[_walker_y][_walker_x] = _tile['w'] _tile_map[_walker_y][_walker_x] =_tile _dir = random.randint(-1, 1), random.randint(-1, 1) _n_x = _walker_x + _dir[0] _n_y = _walker_y + _dir[1] if _n_x < 0 or _n_y < 0 or _n_x >= width or _n_y >= height or (_n_x, _n_y) in _solids: break _last_dir = _dir[0] * -1, _dir[0] * -1 _walker_x = _n_x _walker_y = _n_y _camp_info = {} for c_x, c_y in _camps: _building_walls = random.sample(['north', 'south', 'east', 'west'], random.randint(2, 3)) _broken_walls = random.sample(_building_walls, numbers.clip(random.randint(0, 3), 0, len(_building_walls))) _camp = {'center': (c_x, c_y)} _camp_ground = [] for y in range(-10, 10+1): for x in range(-10, 10+1): _x = x + c_x _y = y + c_y if (_x, _y) in _solids or (_x, _y) in _river_tiles: continue if (x == -10 and 'west' in _building_walls) or (y == -10 and 'north' in _building_walls) or (x == 10 and 'east' in _building_walls) or (y == 10 and 'south' in _building_walls): if x == -10 and 'west' in _building_walls and 'west' in _broken_walls and random.uniform(0, 1) > .75: continue if x == 10 and 'east' in _building_walls and 'east' in _broken_walls and random.uniform(0, 1) > .75: continue if y == -10 and 'north' in _building_walls and 'north' in _broken_walls and random.uniform(0, 1) > .75: continue if y == 10 and 'south' in _building_walls and 'south' in _broken_walls and random.uniform(0, 1) > .75: continue _tile = tiles.wooden_fence(_x, _y) _weight_map[_y][_x] = _tile['w'] _tile_map[_y][_x] = _tile _solids.add((_x, _y)) elif (x > -10 and x <= 10) and (y > -10 and y <= 10): _camp_ground.append((_x, _y)) _camp['ground'] = _camp_ground[:] _camp_info[c_x, c_y] = _camp mapgen.build_node_grid(_node_grid, _solids) for c_x, c_y in _camps: mapgen.add_plot_pole(c_x, c_y, 40, _solids) _fsl = {'Terrorists': {'bases': 1, 'squads': 0, 'trader': False, 'type': life.human_runner}} # #'Militia': {'bases': 0, 'squads': 1, 'trader': False, 'type': life.human_bandit}, # 'Wild Dogs': {'bases': 0, 'squads': 1, 'trader': False, 'type': life.wild_dog}} return width, height, _node_grid, mapgen.NODE_SETS.copy(), _weight_map, _tile_map, _solids, _fsl, _trees, _building_space - _walls
def generate(width, height): _weight_map, _tile_map, _solids, _node_grid = mapgen.create_map( width, height) _zoom = .95 _noise = tcod.noise_new(3) _low_grass = 25 _fsl = {} _building_space = set() _walls = set() _possible_trees = set() _river_direction = 270 _turn_rate = random.randint(-1, 1) _river_tiles = set() _river_size = random.randint(7, 10) _ground_tiles = set() _possible_camps = set() _trees = {} _blueprint = sculpted.create_blueprint(sculpted.ROOMS) _room_size = 17 _door_width = 1 _place_x, _place_y = 5, 10 _floor = set() _lights = [] _spawns = {'defending': set(), 'attacking': set()} #_room_bitmask_maps = {} _min_door_pos = (_room_size / 2) - _door_width _max_door_pos = (_room_size / 2) + _door_width for y in range(_blueprint['height']): for x in range(_blueprint['width']): _o_bitmask = _blueprint['bitmask_map'][y, x] _bitmask = _blueprint['bitmask_map'][y, x] _door_bitmask = _blueprint['bitmask_door_map'][y, x] if not _bitmask: continue if _bitmask < 100: _bitmask += 100 else: _room_name = _blueprint['room_lookup'][_blueprint['room_map'][ y, x]] _wall_offset = 0 #Don't even think about touching this... _wall_padding = range( _blueprint['rooms'][_room_name]['wall_padding'] + 1) _wall_padding_actual = range( _wall_offset, _blueprint['rooms'][_room_name]['wall_padding'] + 1) _wall_padding_2_actual = [(_room_size - 1) - i for i in range( _wall_offset, _blueprint['rooms'][_room_name]['wall_padding'] + 1)] _wall_padding_2 = [(_room_size - 1) - i for i in range( _blueprint['rooms'][_room_name]['wall_padding'] + 1)] _wall_padding_3 = range( _blueprint['rooms'][_room_name]['doorway_padding'] + 1) _wall_padding_3_actual = range( _wall_offset, _blueprint['rooms'][_room_name]['doorway_padding'] + 1) _wall_padding_4 = [(_room_size - 1) - i for i in range( _blueprint['rooms'][_room_name]['doorway_padding'] + 1)] _wall_padding_4_actual = [(_room_size - 1) - i for i in range( _wall_offset, _blueprint['rooms'][_room_name]['doorway_padding'] + 1)] _wall_bitmask = 0 logging.debug('Building: %s' % _room_name) if _o_bitmask > 100 and _o_bitmask < 200: _wall_bitmask = _o_bitmask for y1 in range(_room_size): for x1 in range(_room_size): _placed = False _p_x, _p_y = (x * _room_size) + x1, (y * _room_size) + y1 if _o_bitmask > 100 and _o_bitmask < 200: if y1 in _wall_padding and not _bitmask in [ 101, 103, 105, 107, 109, 111, 113, 115 ]: if y1 in _wall_padding_actual: _solids.add((_place_x + _p_x, _place_y + _p_y)) _placed = True elif y1 in _wall_padding_2 and not _bitmask in [ 104, 105, 106, 107, 112, 113, 114, 115 ]: if y1 in _wall_padding_2_actual: _solids.add((_place_x + _p_x, _place_y + _p_y)) _placed = True if x1 in _wall_padding_2 and not _bitmask in [ 102, 103, 106, 107, 110, 111, 114, 115 ]: if x1 in _wall_padding_2_actual: _solids.add((_place_x + _p_x, _place_y + _p_y)) _placed = True elif x1 in _wall_padding and not _bitmask in [ 108, 109, 110, 111, 112, 113, 114, 115 ]: if x1 in _wall_padding_actual: _solids.add((_place_x + _p_x, _place_y + _p_y)) _placed = True else: if y1 == 0 and _bitmask in [ 101, 103, 105, 107, 109, 111, 113, 115 ]: _solids.add((_place_x + _p_x, _place_y + _p_y)) _placed = True elif y1 == _room_size - 1 and _bitmask in [ 104, 105, 106, 107, 112, 113, 114, 115 ]: _solids.add((_place_x + _p_x, _place_y + _p_y)) _placed = True if x1 == _room_size - 1 and _bitmask in [ 102, 103, 106, 107, 110, 111, 114, 115 ]: _solids.add((_place_x + _p_x, _place_y + _p_y)) _placed = True elif x1 == 0 and _bitmask in [ 108, 109, 110, 111, 112, 113, 114, 115 ]: _solids.add((_place_x + _p_x, _place_y + _p_y)) _placed = True if not _placed and _o_bitmask > 100 and not _door_bitmask: _floor.add( (_place_x + _p_x, _place_y + _p_y, _room_name)) elif _door_bitmask: _doorway_placed = False if y1 in _wall_padding_3 and _door_bitmask in [ 101, 103, 105, 107, 109, 111, 113, 115 ]: if x1 < _min_door_pos or x1 > _max_door_pos: #if x1 in _wall_padding_3_actual: _solids.add((_place_x + _p_x, _place_y + _p_y)) _doorway_placed = True elif (_place_x + _p_x, _place_y + _p_y) in _solids: _solids.remove( (_place_x + _p_x, _place_y + _p_y)) elif y1 in _wall_padding_4 and _door_bitmask in [ 104, 105, 106, 107, 112, 113, 114, 115 ]: if x1 < _min_door_pos or x1 > _max_door_pos: _solids.add((_place_x + _p_x, _place_y + _p_y)) _doorway_placed = True elif (_place_x + _p_x, _place_y + _p_y) in _solids: _solids.remove( (_place_x + _p_x, _place_y + _p_y)) if x1 in _wall_padding_4 and _door_bitmask in [ 102, 103, 106, 107, 110, 111, 114, 115 ]: if y1 < _min_door_pos or y1 > _max_door_pos: _solids.add((_place_x + _p_x, _place_y + _p_y)) _doorway_placed = True elif (_place_x + _p_x, _place_y + _p_y) in _solids: _solids.remove( (_place_x + _p_x, _place_y + _p_y)) elif x1 in _wall_padding_3 and _door_bitmask in [ 108, 109, 110, 111, 112, 113, 114, 115 ]: if y1 < _min_door_pos or y1 > _max_door_pos: _solids.add((_place_x + _p_x, _place_y + _p_y)) _doorway_placed = True elif (_place_x + _p_x, _place_y + _p_y) in _solids: _solids.remove( (_place_x + _p_x, _place_y + _p_y)) if not _doorway_placed and not _placed: _floor.add( (_place_x + _p_x, _place_y + _p_y, _room_name)) _lookup = {(0, -1): 1, (1, 0): 2, (0, 1): 4, (-1, 0): 8} _new_floors, _new_solids, _windows, _new_lights, _new_spawns = roomgen.spawn_items( _blueprint['rooms'], _blueprint['bitmask_map'], _blueprint['bitmask_door_map'], _floor, _solids, _room_size, _room_size, (_place_x, _place_y), _tile_map, _weight_map) _floor_new = set() for x, y, room_name in _floor.copy(): _floor_new.add((x, y)) _spawns['defending'].update(_new_spawns) _spawns['attacking'].add((70, 5)) _floor = _floor_new _floor.update(_new_floors) _solids.update(_new_solids) _remove_solids = set() _solids = _solids - _windows _lights.extend(_new_lights) for x, y in _solids: #_count = 0 _delete = True for x1, y1 in [(0, -1), (1, 0), (0, 1), (-1, 0), (-1, -1), (1, -1), (-1, 1), (1, 1)]: _x = x + x1 _y = y + y1 if (_x, _y) in _floor: _delete = False #_count += 1 if _delete: _remove_solids.add((x, y)) _ground_tiles.add((x, y)) _solids = _solids - _remove_solids for x in range(width): for y in range(height): if (x, y) in _solids: continue _ground_tiles.add((x, y)) #This generates the outside walls for pos in _solids: _tile = tiles.wooden_fence(pos[0], pos[1]) _tile_map[pos[1]][pos[0]] = _tile _weight_map[pos[1]][pos[0]] = _tile['w'] _ground_tiles = _ground_tiles - _windows for x, y in _ground_tiles - _floor: _tile = tiles.grass(x, y) _tile_map[y][x] = _tile _weight_map[y][x] = _tile['w'] mapgen.build_node_grid(_node_grid, _solids) _floor.update(_windows) return width, height, _node_grid, mapgen.NODE_SETS.copy( ), _weight_map, _tile_map, _solids, {}, _trees, _floor, _lights, _spawns
def generate(width, height): _weight_map, _tile_map, _solids, _node_grid = mapgen.create_map( width, height) _zoom = .95 _noise = tcod.noise_new(3) _low_grass = 25 _fsl = {} _building_space = set() _walls = set() _possible_trees = set() _river_start_x = random.randint(int(round(width * .35)), int(round(width * .65))) _river_start_y = 0 #random.randint(int(round(height * .15)), int(round(height * .85))) _x = _river_start_x _y = _river_start_y _px, _py = _river_start_x, _river_start_y _river_direction = 270 _turn_rate = random.randint(-1, 1) _river_tiles = set() _river_size = random.randint(7, 10) _ground_tiles = set() _possible_camps = set() while 1: for i in range(4, 10): for __x, __y in shapes.circle(_x, _y, _river_size): if __x < 0 or __y < 0 or __x >= width or __y >= height or ( __x, __y) in _solids: continue _river_tiles.add((__x, __y)) _tile = tiles.swamp_water(__x, __y) _tile_map[__y][__x] = _tile _weight_map[__y][__x] = _tile['w'] _river_direction += _turn_rate _xv, _yv = numbers.velocity(_river_direction, 1) _px += _xv _py += _yv _x = int(round(_px)) _y = int(round(_py)) if _x < 0 or _y < 0 or _x >= width or _y >= height or ( _x, _y) in _solids: break if _x < 0 or _y < 0 or _x >= width or _y >= height: break _turn_rate = random.uniform(-2.5, 2.5) _river_size = numbers.clip(_river_size + random.randint(-1, 1), 7, 10) for y in range(height): for x in range(width): if (x, y) in _river_tiles: continue _tile = tiles.grass(x, y) _tile_map[y][x] = _tile _weight_map[y][x] = _tile['w'] _ground_tiles.add((x, y)) tcod.noise_set_type(_noise, tcod.NOISE_WAVELET) for y in range(height): for x in range(width): if (x, y) in _river_tiles: continue _noise_values = [(_zoom * x / (constants.MAP_VIEW_WIDTH)), (_zoom * y / (constants.MAP_VIEW_HEIGHT))] _noise_value = 100 * tcod.noise_get_turbulence( _noise, _noise_values, tcod.NOISE_WAVELET) if _low_grass <= _noise_value <= 100: _tile = tiles.tall_grass(x, y) if _noise_value >= 40: if not x < width * .15 and not x > width * .85 and not y < height * .15 and not y > height * .85: _possible_camps.add((x, y)) if random.uniform(0, 1) > .5: _possible_trees.add((x, y)) elif _noise_value >= _low_grass - 10 and 10 * random.uniform( 0, 1) > _low_grass - _noise_value: _tile = tiles.grass(x, y) else: _tile = tiles.rock(x, y) _solids.add((x, y)) _tile_map[y][x] = _tile _weight_map[y][x] = _tile['w'] _trees = {} _tree_plots = _possible_trees - _solids - _river_tiles _used_trees = random.sample( _tree_plots, numbers.clip(int(round((width * height) * .002)), 0, len(_tree_plots))) for x, y in _used_trees: _size = random.randint(1, 3) for _x, _y in shapes.circle(x, y, _size): if _x < 0 or _y < 0 or _x >= width or _y >= height or ( _x, _y) in _solids: break _tile = tiles.tree(_x, _y) _weight_map[_y][_x] = _tile['w'] _tile_map[_y][_x] = _tile _trees[_x, _y] = random.uniform(2, 3.5) * _size _solids.add((_x, _y)) _ground_tiles = _ground_tiles - _solids _plot_pole_x, _plot_pole_y = width / 2, height / 2 _bushes = random.sample( _ground_tiles, numbers.clip(int(round((width * height) * .0003)), 0, len(_ground_tiles))) _camps = set() while len(_possible_camps): _camp_1 = random.choice(list(_possible_camps)) _possible_camps.remove(_camp_1) _camps.add(_camp_1) for camp_2 in _possible_camps.copy(): _dist = numbers.distance(_camp_1, camp_2) if _dist <= 250: _possible_camps.remove(camp_2) for x, y in _bushes: _walker_x = x _walker_y = y _last_dir = -2, -2 for i in range(random.randint(10, 15)): _tile = tiles.tree(_walker_x, _walker_y) _weight_map[_walker_y][_walker_x] = _tile['w'] _tile_map[_walker_y][_walker_x] = _tile _dir = random.randint(-1, 1), random.randint(-1, 1) _n_x = _walker_x + _dir[0] _n_y = _walker_y + _dir[1] if _n_x < 0 or _n_y < 0 or _n_x >= width or _n_y >= height or ( _n_x, _n_y) in _solids: break _last_dir = _dir[0] * -1, _dir[0] * -1 _walker_x = _n_x _walker_y = _n_y _camp_info = {} for c_x, c_y in _camps: _building_walls = random.sample(['north', 'south', 'east', 'west'], random.randint(2, 3)) _broken_walls = random.sample( _building_walls, numbers.clip(random.randint(0, 3), 0, len(_building_walls))) _camp = {'center': (c_x, c_y)} _camp_ground = [] for y in range(-10, 10 + 1): for x in range(-10, 10 + 1): _x = x + c_x _y = y + c_y if (_x, _y) in _solids or (_x, _y) in _river_tiles: continue if (x == -10 and 'west' in _building_walls) or ( y == -10 and 'north' in _building_walls) or ( x == 10 and 'east' in _building_walls) or ( y == 10 and 'south' in _building_walls): if x == -10 and 'west' in _building_walls and 'west' in _broken_walls and random.uniform( 0, 1) > .75: continue if x == 10 and 'east' in _building_walls and 'east' in _broken_walls and random.uniform( 0, 1) > .75: continue if y == -10 and 'north' in _building_walls and 'north' in _broken_walls and random.uniform( 0, 1) > .75: continue if y == 10 and 'south' in _building_walls and 'south' in _broken_walls and random.uniform( 0, 1) > .75: continue _tile = tiles.wooden_fence(_x, _y) _weight_map[_y][_x] = _tile['w'] _tile_map[_y][_x] = _tile _solids.add((_x, _y)) elif (x > -10 and x <= 10) and (y > -10 and y <= 10): _camp_ground.append((_x, _y)) _camp['ground'] = _camp_ground[:] _camp_info[c_x, c_y] = _camp mapgen.build_node_grid(_node_grid, _solids) for c_x, c_y in _camps: mapgen.add_plot_pole(c_x, c_y, 40, _solids) _fsl = { 'Terrorists': { 'bases': 1, 'squads': 0, 'trader': False, 'type': life.human_runner } } # #'Militia': {'bases': 0, 'squads': 1, 'trader': False, 'type': life.human_bandit}, # 'Wild Dogs': {'bases': 0, 'squads': 1, 'trader': False, 'type': life.wild_dog}} return width, height, _node_grid, mapgen.NODE_SETS.copy( ), _weight_map, _tile_map, _solids, _fsl, _trees, _building_space - _walls
def generate(width, height): _weight_map, _tile_map, _solids, _node_grid = mapgen.create_map(width, height) _c_x, _c_y = width/2, height/2 _zoom = 1.2 _noise = tcod.noise_new(3) _possible_trees = set() for y in range(height): for x in range(width): _c_dist = numbers.float_distance((x, y), (_c_x, _c_y)) / float(max([width, height])) _noise_values = [(_zoom * x / (constants.MAP_VIEW_WIDTH)), (_zoom * y / (constants.MAP_VIEW_HEIGHT))] _noise_value = numbers.clip(tcod.noise_get_turbulence(_noise, _noise_values, tcod.NOISE_SIMPLEX) - .7, .5-_c_dist, 1) if _noise_value > .3: _tile = tiles.grass(x, y) _possible_trees.add((x, y)) elif _noise_value > .2: if random.uniform(.2, .3) + (_noise_value-.2) > .3: if _c_dist < .35: _tile = tiles.grass(x, y) _possible_trees.add((x, y)) else: _tile = tiles.grass(x, y) _possible_trees.add((x, y)) else: #TODO: Slowly dither in swamp water if _c_dist < .35: _tile = tiles.swamp_water(x, y) else: _tile = tiles.swamp_water(x, y) elif _noise_value >= 0: _r_val = random.uniform(0, .2) + (_noise_value) if _r_val > .2: _tile = tiles.swamp_water(x, y) else: if random.uniform(0, .2) + (_noise_value) > .2: _tile = tiles.swamp_water(x, y) else: _tile = tiles.tall_grass(x, y) elif _noise_value < 0: _tile = tiles.tall_grass(x, y) _possible_trees.add((x, y)) else: _tile = tiles.swamp(x, y) _tile_map[y][x] = _tile _weight_map[y][x] = _tile['w'] ############# #Trader camp# ############# _s_x, _s_y = ((width/2)-20, (height/2)-20) _building_space = set() _walls = set() #Building _width, _height = random.choice([(20, 20), (12, 20), (20, 12)]) _random_dir = random.randint(0, 3) if _random_dir == 1: _door_x = _width / 2 _door_y = 0 elif _random_dir == 2: _door_x = _width / 2 _door_y = _height elif _random_dir == 3: _door_x = 0 _door_y = _height / 2 else: _door_x = _width _door_y = _height / 2 if _width > _height: if _random_dir in [1, 3]: _mod = .75 else: _mod = .25 _trade_room_x = int(round(_width * _mod)) _trade_room_y = -1 _trade_window_x = _trade_room_x _trade_window_y = _height / 2 else: if _random_dir == 1: _mod = .75 else: _mod = .25 _trade_room_x = -1 _trade_room_y = int(round(_height * _mod)) _trade_window_x = _width / 2 _trade_window_y = _trade_room_y for y in range(_height+1): _y = _s_y+y for x in range(_width+1): _x = _s_x+x if (x, y) == (_door_x, _door_y): _tile = tiles.concrete(_x, _y) elif x == 0 or y == 0 or x == _width or y == _height: _tile = tiles.wooden_fence(_x, _y) _solids.add((_x, _y)) _walls.add((_x, _y)) else: if x == _trade_window_x and y == _trade_window_y: _tile = tiles.trade_window(_x, _y) elif x == _trade_room_x or y == _trade_room_y: _tile = tiles.wooden_fence(_x, _y) _solids.add((_x, _y)) _walls.add((_x, _y)) else: _tile = tiles.wood_floor(_x, _y) _weight_map[_y][_x] = _tile['w'] _tile_map[_y][_x] = _tile _building_space.add((_x, _y)) #Wall _width, _height = _width * 4, _height * 4 _ground_space = set() for y in range(_height + 1): _y = _s_y + y _yy = _y - int(round(_height * .4)) for x in range(_width + 1): _x = _s_x + x _xx = _x - int(round(_width * .4)) if random.uniform(0, 1) >= .75: continue if x == 0 or y == 0 or x == _width or y == _height: _tile = tiles.wooden_fence(_xx, _yy) else: if (_xx, _yy) in _building_space: continue _ground_space.add((_xx, _yy)) continue _weight_map[_yy][_xx] = _tile['w'] _tile_map[_yy][_xx] = _tile _solids.add((_xx, _yy)) #Ground: Inside wall - outside building _ground_seeds = random.sample(list(_ground_space - _building_space), 50) for x, y in _ground_seeds: _walker_x = x _walker_y = y _last_dir = -2, -2 for i in range(random.randint(80, 90)): _tile = tiles.concrete_striped(_walker_x, _walker_y) _weight_map[_walker_y][_walker_x] = _tile['w'] _tile_map[_walker_y][_walker_x] =_tile _dir = random.randint(-1, 1), random.randint(-1, 1) _n_x = _walker_x + _dir[0] _n_y = _walker_y + _dir[1] while (_n_x, _n_y) in _building_space or (_n_x, _n_y) in _solids or _last_dir == _dir: _dir = random.randint(-1, 1), random.randint(-1, 1) _n_x = _walker_x + _dir[0] _n_y = _walker_y + _dir[1] _last_dir = _dir[0] * -1, _dir[0] * -1 _walker_x = _n_x _walker_y = _n_y #Bushes around outside wall #Campfires """for room in _rooms: _build_doors = [] for plot_x, plot_y in room['plots']: _room = _building[(plot_x, plot_y)] _build_walls = ['north', 'south', 'east', 'west'] for n_plot_x, n_plot_y in [(plot_x-1, plot_y), (plot_x+1, plot_y), (plot_x, plot_y-1), (plot_x, plot_y+1)]: if ((n_plot_x, n_plot_y) == _room['door_plot']) or (not _build_doors and not (n_plot_x, n_plot_y) in room['plots'] and (n_plot_x, n_plot_y) in _building): if n_plot_x - plot_x == -1: _build_doors.append('west') if 'west' in _build_walls: _build_walls.remove('west') elif n_plot_x - plot_x == 1: _build_doors.append('east') if 'east' in _build_walls: _build_walls.remove('east') if n_plot_y - plot_y == -1: _build_doors.append('north') if 'north' in _build_walls: _build_walls.remove('north') elif n_plot_y - plot_y == 1: _build_doors.append('south') if 'south' in _build_walls: _build_walls.remove('south') if (n_plot_x, n_plot_y) in _building: if n_plot_x - plot_x == -1 and not _building[(n_plot_x, n_plot_y)]['type'] in buildinggen.ROOM_TYPES[room['type']]['avoid_rooms']: if 'west' in _build_walls: _build_walls.remove('west') elif n_plot_x - plot_x == 1 and not _building[(n_plot_x, n_plot_y)]['type'] in buildinggen.ROOM_TYPES[room['type']]['avoid_rooms']: if 'east' in _build_walls: _build_walls.remove('east') if n_plot_y - plot_y == -1 and not _building[(n_plot_x, n_plot_y)]['type'] in buildinggen.ROOM_TYPES[room['type']]['avoid_rooms']: if 'north' in _build_walls: _build_walls.remove('north') elif n_plot_y - plot_y == 1 and not _building[(n_plot_x, n_plot_y)]['type'] in buildinggen.ROOM_TYPES[room['type']]['avoid_rooms']: if 'south' in _build_walls: _build_walls.remove('south') _x, _y = (_s_x + (plot_x*_room_size)), (_s_y + (plot_y*_room_size)) for y in range(_y, _y+_room_size): for x in range(_x, _x+_room_size): if ((x-_x == 0 and 'west' in _build_walls) or (y-_y == 0 and 'north' in _build_walls) or (x-_x == _room_size-1 and 'east' in _build_walls) or (y-_y == _room_size-1 and 'south' in _build_walls)): _weight_map[y][x] = _tile['w'] _tile_map[y][x] = tiles.wooden_fence(x, y) _solids.add((x, y)) else: _tile_map[y][x] = buildinggen.ROOM_TYPES[room['type']]['tiles'](x, y) _building_space.add((x, y)) for y in range(_y, _y+_room_size): for x in range(_x-1, _x+_room_size+1): if (x-_x in [-1, 0] and 'west' in _build_doors and (y-_y<=2 or y-_y>=_room_size-3)) or (x-_x in [_room_size, _room_size+1] and 'east' in _build_doors and (y-_y<=2 or y-_y>=_room_size-3)): _weight_map[y][x] = _tile['w'] _tile_map[y][x] = tiles.wooden_fence(x, y) _solids.add((x, y)) for y in range(_y-1, _y+_room_size+1): for x in range(_x, _x+_room_size): if (y-_y in [-1, 0] and 'north' in _build_doors and (x-_x<=2 or x-_x>=_room_size-3)) or (y-_y in [_room_size, _room_size+1] and 'south' in _build_doors and (x-_x<=2 or x-_x>=_room_size-3)): _weight_map[y][x] = _tile['w'] _tile_map[y][x] = tiles.wooden_fence(x, y) _solids.add((x, y)) _last_plot_x, _last_plot_y = plot_x, plot_y #TODO: Make this into a function? _min_x, _max_x = (width, 0) _min_y, _max_y = (height, 0) for x, y in _building: _x, _y = (_s_x + (x*_room_size)), (_s_y + (y*_room_size)) if _x > _max_x: _max_x = _x if _x < _min_x: _min_x = _x if _y > _max_y: _max_y = _y if _y < _min_y: _min_y = _y""" _plot_pole_x, _plot_pole_y = _s_x, _s_y _tree_plots = _possible_trees - _solids _tree_plots = list(_tree_plots - _building_space) _trees = {} _used_trees = random.sample(_tree_plots, numbers.clip(int(round((width * height) * .001)), 0, len(_tree_plots))) _bush_plots = set(_tree_plots) - set(_used_trees) _used_bush = random.sample(_bush_plots, numbers.clip(int(round((width * height) * .003)), 0, len(_bush_plots))) _swamp_plots = set(_tree_plots) - set(_used_bush) _used_swamp = random.sample(_swamp_plots, numbers.clip(int(round((width * height) * .003)), 0, len(_swamp_plots))) for x, y in _used_trees: _size = random.randint(7, 12) _trees[x, y] = _size for w in range(random.randint(1, 2)): _walker_x = x _walker_y = y _walker_direction = random.randint(0, 359) for i in range(random.randint(_size/4, _size/2)): _actual_x, _actual_y = int(round(_walker_x)), int(round(_walker_y)) if _actual_x < 0 or _actual_y < 0 or _actual_x >= width or _actual_y >= height or (_actual_x, _actual_y) in _solids: break _center_mod = numbers.float_distance((_actual_x, _actual_y), (x, y)) / float(_size) _tile = tiles.tree(_actual_x, _actual_y) _weight_map[_actual_y][_actual_x] = _tile['w'] _tile_map[_actual_y][_actual_x] = _tile if random.randint(0, 3): _trees[_actual_x, _actual_y] = random.randint(1, _size) _solids.add((_actual_x, _actual_y)) _walker_direction += random.randint(-45, 45) _n_x, _n_y = numbers.velocity(_walker_direction, 1) _walker_x += _n_x _walker_y += _n_y for x, y in _used_bush: _center_mod = numbers.float_distance((x, y), (_plot_pole_x, _plot_pole_y)) / 60.0 _walker_x = x _walker_y = y for i in range(int(round(random.randint(44, 55) * _center_mod))): _tile = tiles.swamp_water(_walker_x, _walker_y) _weight_map[_walker_y][_walker_x] = _tile['w'] _tile_map[_walker_y][_walker_x] =_tile _walker_x += random.randint(-1, 1) _walker_y += random.randint(-1, 1) if _walker_x < 0 or _walker_y < 0 or _walker_x >= width or _walker_y >= height or (_walker_x, _walker_y) in _solids: break for x, y in _used_swamp: _center_mod = numbers.float_distance((x, y), (_plot_pole_x, _plot_pole_y)) / 120.0 _walker_x = x _walker_y = y for i in range(int(round(random.randint(44, 55) * (1-_center_mod)))): _tile = tiles.swamp(_walker_x, _walker_y) _weight_map[_walker_y][_walker_x] = _tile['w'] _tile_map[_walker_y][_walker_x] =_tile _walker_x += random.randint(-1, 1) _walker_y += random.randint(-1, 1) if _walker_x < 0 or _walker_y < 0 or _walker_x >= width or _walker_y >= height or (_walker_x, _walker_y) in _solids: break mapgen.build_node_grid(_node_grid, _solids) mapgen.add_plot_pole(_plot_pole_x, _plot_pole_y, 40, _solids) _fsl = {'Terrorists': {'bases': 1, 'squads': 0, 'trader': True, 'type': life.human_runner}, 'Militia': {'bases': 0, 'squads': 1, 'trader': False, 'type': life.human_bandit}} #'Wild Dogs': {'bases': 0, 'squads': 1, 'trader': False, 'type': life.wild_dog}} return width, height, _node_grid, mapgen.NODE_SETS.copy(), _weight_map, _tile_map, _solids, _fsl, _trees, _building_space - _walls
def generate(width, height): _weight_map, _tile_map, _solids, _node_grid = mapgen.create_map(width, height) _zoom = .95 _noise = tcod.noise_new(3) _low_grass = 25 _fsl = {} _building_space = set() _walls = set() _possible_trees = set() _river_direction = 270 _turn_rate = random.randint(-1, 1) _river_tiles = set() _river_size = random.randint(7, 10) _ground_tiles = set() _possible_camps = set() _trees = {} _blueprint = sculpted.create_blueprint(sculpted.ROOMS) _room_size = 17 _door_width = 1 _place_x, _place_y = 5, 10 _floor = set() _lights = [] _spawns = {'defending': set(), 'attacking': set()} #_room_bitmask_maps = {} _min_door_pos = (_room_size / 2) - _door_width _max_door_pos = (_room_size / 2) + _door_width for y in range(_blueprint['height']): for x in range(_blueprint['width']): _o_bitmask = _blueprint['bitmask_map'][y, x] _bitmask = _blueprint['bitmask_map'][y, x] _door_bitmask = _blueprint['bitmask_door_map'][y, x] if not _bitmask: continue if _bitmask < 100: _bitmask += 100 else: _room_name = _blueprint['room_lookup'][_blueprint['room_map'][y, x]] _wall_offset = 0 #Don't even think about touching this... _wall_padding = range(_blueprint['rooms'][_room_name]['wall_padding'] + 1) _wall_padding_actual = range(_wall_offset, _blueprint['rooms'][_room_name]['wall_padding'] + 1) _wall_padding_2_actual = [(_room_size-1) - i for i in range(_wall_offset, _blueprint['rooms'][_room_name]['wall_padding'] + 1)] _wall_padding_2 = [(_room_size-1) - i for i in range(_blueprint['rooms'][_room_name]['wall_padding'] + 1)] _wall_padding_3 = range(_blueprint['rooms'][_room_name]['doorway_padding'] + 1) _wall_padding_3_actual = range(_wall_offset, _blueprint['rooms'][_room_name]['doorway_padding'] + 1) _wall_padding_4 = [(_room_size-1) - i for i in range(_blueprint['rooms'][_room_name]['doorway_padding'] + 1)] _wall_padding_4_actual = [(_room_size-1) - i for i in range(_wall_offset, _blueprint['rooms'][_room_name]['doorway_padding'] + 1)] _wall_bitmask = 0 logging.debug('Building: %s' % _room_name) if _o_bitmask > 100 and _o_bitmask < 200: _wall_bitmask = _o_bitmask for y1 in range(_room_size): for x1 in range(_room_size): _placed = False _p_x, _p_y = (x * _room_size) + x1, (y * _room_size) + y1 if _o_bitmask > 100 and _o_bitmask < 200: if y1 in _wall_padding and not _bitmask in [101, 103, 105, 107, 109, 111, 113, 115]: if y1 in _wall_padding_actual: _solids.add((_place_x + _p_x, _place_y + _p_y)) _placed = True elif y1 in _wall_padding_2 and not _bitmask in [104, 105, 106, 107, 112, 113, 114, 115]: if y1 in _wall_padding_2_actual: _solids.add((_place_x + _p_x, _place_y + _p_y)) _placed = True if x1 in _wall_padding_2 and not _bitmask in [102, 103, 106, 107, 110, 111, 114, 115]: if x1 in _wall_padding_2_actual: _solids.add((_place_x + _p_x, _place_y + _p_y)) _placed = True elif x1 in _wall_padding and not _bitmask in [108, 109, 110, 111, 112, 113, 114, 115]: if x1 in _wall_padding_actual: _solids.add((_place_x + _p_x, _place_y + _p_y)) _placed = True else: if y1 == 0 and _bitmask in [101, 103, 105, 107, 109, 111, 113, 115]: _solids.add((_place_x + _p_x, _place_y + _p_y)) _placed = True elif y1 == _room_size - 1 and _bitmask in [104, 105, 106, 107, 112, 113, 114, 115]: _solids.add((_place_x + _p_x, _place_y + _p_y)) _placed = True if x1 == _room_size - 1 and _bitmask in [102, 103, 106, 107, 110, 111, 114, 115]: _solids.add((_place_x + _p_x, _place_y + _p_y)) _placed = True elif x1 == 0 and _bitmask in [108, 109, 110, 111, 112, 113, 114, 115]: _solids.add((_place_x + _p_x, _place_y + _p_y)) _placed = True if not _placed and _o_bitmask > 100 and not _door_bitmask: _floor.add((_place_x + _p_x, _place_y + _p_y, _room_name)) elif _door_bitmask: _doorway_placed = False if y1 in _wall_padding_3 and _door_bitmask in [101, 103, 105, 107, 109, 111, 113, 115]: if x1 < _min_door_pos or x1 > _max_door_pos: #if x1 in _wall_padding_3_actual: _solids.add((_place_x + _p_x, _place_y + _p_y)) _doorway_placed = True elif (_place_x + _p_x, _place_y + _p_y) in _solids: _solids.remove((_place_x + _p_x, _place_y + _p_y)) elif y1 in _wall_padding_4 and _door_bitmask in [104, 105, 106, 107, 112, 113, 114, 115]: if x1 < _min_door_pos or x1 > _max_door_pos: _solids.add((_place_x + _p_x, _place_y + _p_y)) _doorway_placed = True elif (_place_x + _p_x, _place_y + _p_y) in _solids: _solids.remove((_place_x + _p_x, _place_y + _p_y)) if x1 in _wall_padding_4 and _door_bitmask in [102, 103, 106, 107, 110, 111, 114, 115]: if y1 < _min_door_pos or y1 > _max_door_pos: _solids.add((_place_x + _p_x, _place_y + _p_y)) _doorway_placed = True elif (_place_x + _p_x, _place_y + _p_y) in _solids: _solids.remove((_place_x + _p_x, _place_y + _p_y)) elif x1 in _wall_padding_3 and _door_bitmask in [108, 109, 110, 111, 112, 113, 114, 115]: if y1 < _min_door_pos or y1 > _max_door_pos: _solids.add((_place_x + _p_x, _place_y + _p_y)) _doorway_placed = True elif (_place_x + _p_x, _place_y + _p_y) in _solids: _solids.remove((_place_x + _p_x, _place_y + _p_y)) if not _doorway_placed and not _placed: _floor.add((_place_x + _p_x, _place_y + _p_y, _room_name)) _lookup = {(0, -1): 1, (1, 0): 2, (0, 1): 4, (-1, 0): 8} _new_floors, _new_solids, _windows, _new_lights, _new_spawns = roomgen.spawn_items(_blueprint['rooms'], _blueprint['bitmask_map'], _blueprint['bitmask_door_map'], _floor, _solids, _room_size, _room_size, (_place_x, _place_y), _tile_map, _weight_map) _floor_new = set() for x, y, room_name in _floor.copy(): _floor_new.add((x, y)) _spawns['defending'].update(_new_spawns) _spawns['attacking'].add((70, 5)) _floor = _floor_new _floor.update(_new_floors) _solids.update(_new_solids) _remove_solids = set() _solids = _solids - _windows _lights.extend(_new_lights) for x, y in _solids: #_count = 0 _delete = True for x1, y1 in [(0, -1), (1, 0), (0, 1), (-1, 0), (-1, -1), (1, -1), (-1, 1), (1, 1)]: _x = x + x1 _y = y + y1 if (_x, _y) in _floor: _delete = False #_count += 1 if _delete: _remove_solids.add((x, y)) _ground_tiles.add((x, y)) _solids = _solids - _remove_solids for x in range(width): for y in range(height): if (x, y) in _solids: continue _ground_tiles.add((x, y)) #This generates the outside walls for pos in _solids: _tile = tiles.wooden_fence(pos[0], pos[1]) _tile_map[pos[1]][pos[0]] = _tile _weight_map[pos[1]][pos[0]] = _tile['w'] _ground_tiles = _ground_tiles - _windows for x, y in _ground_tiles - _floor: _tile = tiles.grass(x, y) _tile_map[y][x] = _tile _weight_map[y][x] = _tile['w'] mapgen.build_node_grid(_node_grid, _solids) _floor.update(_windows) return width, height, _node_grid, mapgen.NODE_SETS.copy(), _weight_map, _tile_map, _solids, {}, _trees, _floor, _lights, _spawns