McRogueFace/src/scripts/cos_level.py

293 lines
11 KiB
Python

import random
import mcrfpy
import cos_tiles as ct
t = mcrfpy.Texture("assets/kenney_TD_MR_IP.png", 16, 16)
def binary_space_partition(x, y, w, h):
d = random.choices(["vert", "horiz"], weights=[w/(w+h), h/(w+h)])[0]
split = random.randint(30, 70) / 100.0
if d == "vert":
coord = int(w * split)
return (x, y, coord, h), (x+coord, y, w-coord, h)
else: # horizontal
coord = int(h * split)
return (x, y, w, coord), (x, y+coord, w, h-coord)
room_area = lambda x, y, w, h: w * h
class BinaryRoomNode:
def __init__(self, xywh):
self.data = xywh
self.left = None
self.right = None
def __repr__(self):
return f"<RoomNode {self.data}>"
def center(self):
x, y, w, h = self.data
return (x + w // 2, y + h // 2)
def split(self):
new_data = binary_space_partition(*self.data)
self.left = BinaryRoomNode(new_data[0])
self.right = BinaryRoomNode(new_data[1])
def walk(self):
if self.left and self.right:
return self.left.walk() + self.right.walk()
return [self]
def contains(self, pt):
x, y, w, h = self.data
tx, ty = pt
return x <= tx <= x + w and y <= ty <= y + h
class RoomGraph:
def __init__(self, xywh):
self.root = BinaryRoomNode(xywh)
def __repr__(self):
return f"<RoomGraph, root={self.root}, {len(self.walk())} rooms>"
def walk(self):
w = self.root.walk() if self.root else []
#print(w)
return w
def room_coord(room, margin=0):
x, y, w, h = room.data
#print(x,y,w,h, f'{margin=}', end=';')
w -= 1
h -= 1
margin += 1
x += margin
y += margin
w -= margin
h -= margin
if w < 0: w = 0
if h < 0: h = 0
#print(x,y,w,h, end=' -> ')
tx = x if w==0 else random.randint(x, x+w)
ty = y if h==0 else random.randint(y, y+h)
#print((tx, ty))
return (tx, ty)
def adjacent_rooms(r, rooms):
x, y, w, h = r.data
adjacents = {}
for i, other_r in enumerate(rooms):
rx, ry, rw, rh = other_r.data
if (rx, ry, rw, rh) == r:
continue # Skip self
# Check vertical adjacency (above or below)
if rx < x + w and x < rx + rw: # Overlapping width
if ry + rh == y: # Above
adjacents[i] = (x + w // 2, y - 1)
elif y + h == ry: # Below
adjacents[i] = (x + w // 2, y + h + 1)
# Check horizontal adjacency (left or right)
if ry < y + h and y < ry + rh: # Overlapping height
if rx + rw == x: # Left
adjacents[i] = (x - 1, y + h // 2)
elif x + w == rx: # Right
adjacents[i] = (x + w + 1, y + h // 2)
return adjacents
class Level:
def __init__(self, width, height):
self.width = width
self.height = height
#self.graph = [(0, 0, width, height)]
self.graph = RoomGraph( (0, 0, width, height) )
self.grid = mcrfpy.Grid(width, height, t, (10, 5), (1014, 700))
self.highlighted = -1 #debug view feature
self.walled_rooms = [] # for tracking "hallway rooms" vs "walled rooms"
def fill(self, xywh, highlight = False):
if highlight:
ts = 0
else:
ts = room_area(*xywh) % 131
X, Y, W, H = xywh
for x in range(X, X+W):
for y in range(Y, Y+H):
self.grid.at((x, y)).tilesprite = ts
def highlight(self, delta):
rooms = self.graph.walk()
if self.highlighted < len(rooms):
#print(f"reset {self.highlighted}")
self.fill(rooms[self.highlighted].data) # reset
self.highlighted += delta
print(f"highlight {self.highlighted}")
self.highlighted = self.highlighted % len(rooms)
self.fill(rooms[self.highlighted].data, highlight = True)
def reset(self):
self.graph = RoomGraph( (0, 0, self.width, self.height) )
for x in range(self.width):
for y in range(self.height):
self.grid.at((x, y)).walkable = True
self.grid.at((x, y)).transparent = True
self.grid.at((x, y)).tilesprite = 0 #random.choice([40, 28])
def split(self, single=False):
if single:
areas = {g.data: room_area(*g.data) for g in self.graph.walk()}
largest = sorted(self.graph.walk(), key=lambda g: areas[g.data])[-1]
largest.split()
else:
for room in self.graph.walk(): room.split()
self.fill_rooms()
def fill_rooms(self, features=None):
rooms = self.graph.walk()
#print(f"rooms: {len(rooms)}")
for i, g in enumerate(rooms):
X, Y, W, H = g.data
#c = [random.randint(0, 255) for _ in range(3)]
ts = room_area(*g.data) % 131 + i # modulo - consistent tile pick
for x in range(X, X+W):
for y in range(Y, Y+H):
self.grid.at((x, y)).tilesprite = ts
def wall_rooms(self):
self.walled_rooms = []
rooms = self.graph.walk()
for i, g in enumerate(rooms):
# unwalled / hallways: not selected for small dungeons, first, last, and 65% of all other rooms
if len(rooms) > 3 and i > 1 and i < len(rooms) - 2 and random.random() < 0.35:
self.walled_rooms.append(False)
continue
self.walled_rooms.append(True)
X, Y, W, H = g.data
for x in range(X, X+W):
self.grid.at((x, Y)).walkable = False
#self.grid.at((x, Y+H-1)).walkable = False
for y in range(Y, Y+H):
self.grid.at((X, y)).walkable = False
#self.grid.at((X+W-1, y)).walkable = False
# boundary of entire level
for x in range(0, self.width):
# self.grid.at((x, 0)).walkable = False
self.grid.at((x, self.height-1)).walkable = False
for y in range(0, self.height):
# self.grid.at((0, y)).walkable = False
self.grid.at((self.width-1, y)).walkable = False
def dig_path(self, start:"Tuple[int, int]", end:"Tuple[int, int]", walkable=True, color=None, sprite=None):
print(f"Digging: {start} -> {end}")
# get x1,y1 and x2,y2 coordinates: top left and bottom right points on the rect formed by two random points, one from each of the 2 rooms
x1 = min([start[0], end[0]])
x2 = max([start[0], end[0]])
dw = x2 - x1
y1 = min([start[1], end[1]])
y2 = max([start[1], end[1]])
dh = y2 - y1
# random: top left or bottom right as the corner between the paths
tx, ty = (x1, y1) if random.random() >= 0.5 else (x2, y2)
for x in range(x1, x1+dw):
try:
if walkable:
self.grid.at((x, ty)).walkable = walkable
if color:
self.grid.at((x, ty)).color = color
if sprite is not None:
self.grid.at((x, ty)).tilesprite = sprite
except:
pass
for y in range(y1, y1+dh):
try:
if walkable:
self.grid.at((tx, y)).walkable = True
if color:
self.grid.at((tx, y)).color = color
if sprite is not None:
self.grid.at((tx, y)).tilesprite = sprite
except:
pass
def generate(self, level_plan): #target_rooms = 5, features=None):
self.reset()
target_rooms = len(level_plan)
if type(level_plan) is set:
level_plan = random.choice(list(level_plan))
while len(self.graph.walk()) < target_rooms:
self.split(single=len(self.graph.walk()) > target_rooms * .5)
# Player path planning
#self.fill_rooms()
self.wall_rooms()
rooms = self.graph.walk()
feature_coords = []
prev_room = None
print(level_plan)
for room_num, room in enumerate(rooms):
room_plan = level_plan[room_num]
if type(room_plan) == str: room_plan = [room_plan] # single item plans became single-character plans...
for f in room_plan:
#feature_coords.append((f, room_coord(room, margin=4 if f in ("boulder",) else 1)))
# boulders are breaking my brain. If I can't get boulders away from walls with margin, I'm just going to dig them out.
#if f == "boulder":
# x, y = room_coord(room, margin=0)
# if x < 2: x += 1
# if y < 2: y += 1
# if x > self.grid.grid_size[0] - 2: x -= 1
# if y > self.grid.grid_size[1] - 2: y -= 1
# for _x in (1, 0, -1):
# for _y in (1, 0, -1):
# self.grid.at((x + _x, y + _y)).walkable = True
# feature_coords.append((f, (x, y)))
#else:
# feature_coords.append((f, room_coord(room, margin=0)))
fcoord = None
while not fcoord:
fc = room_coord(room, margin=0)
if not self.grid.at(fc).walkable: continue
if fc in [_i[1] for _i in feature_coords]: continue
fcoord = fc
feature_coords.append((f, fcoord))
print(feature_coords[-1])
## Hallway generation
# plow an inelegant path
if prev_room:
start = room_coord(prev_room, margin=2)
end = room_coord(room, margin=2)
self.dig_path(start, end, color=(0, 64, 0))
prev_room = room
# Tile painting
possibilities = None
while possibilities or possibilities is None:
possibilities = ct.wfc_pass(self.grid, possibilities)
## "hallway room" repainting
#for i, hall_room in enumerate(rooms):
# if self.walled_rooms[i]:
# print(f"walled room: {hall_room}")
# continue
# print(f"hall room: {hall_room}")
# x, y, w, h = hall_room.data
# for _x in range(x+1, x+w-1):
# for _y in range(y+1, y+h-1):
# self.grid.at((_x, _y)).walkable = False
# self.grid.at((_x, _y)).tilesprite = -1
# self.grid.at((_x, _y)).color = (0, 0, 0) # pit!
# targets = adjacent_rooms(hall_room, rooms)
# print(targets)
# for k, v in targets.items():
# self.dig_path(hall_room.center(), v, color=(64, 32, 32))
# for _, p in feature_coords:
# if hall_room.contains(p): self.dig_path(hall_room.center(), p, color=(92, 48, 48))
return feature_coords