Part 2.
This commit is contained in:
98
game_map.py
98
game_map.py
@@ -1,90 +1,18 @@
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from map_objects import *
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from random import randint
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import numpy as np
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from tcod.console import Console
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import tile_types
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class GameMap:
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def __init__(self, width, height):
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self.width = width
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self.height = height
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self.tiles = self.initialize_tiles()
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def __init__(self, width: int, height: int):
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self.width, self.height = width, height
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self.tiles = np.full((width,height), fill_value=tile_types.floor, order="F")
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def initialize_tiles(self):
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tiles = [[Tile(True) for y in range(self.height)] for x in range(self.width)]
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self.tiles[30:33, 22] = tile_types.wall
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return tiles
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def in_bounds(self, x: int, y: int) -> bool:
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"""Return True if x and y are inside the bounds of this map"""
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return 0 <= x < self.width and 0 <= y < self.height
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def is_blocked(self, x, y):
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if self.tiles[x][y].blocked:
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return True
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return False
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def create_room(self, room):
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# go through the tiles in the rectangle and make them passable
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for x in range(room.x1 + 1, room.x2):
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for y in range(room.y1 +1, room.y2):
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self.tiles[x][y].blocked = False
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self.tiles[x][y].block_sight = False
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def create_h_tunnel(self, x1, x2, y):
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for x in range(min(x1, x2), max(x1, x2) + 1):
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self.tiles[x][y].blocked = False
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self.tiles[x][y].block_sight = False
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def create_v_tunnel(self, y1, y2, x):
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for y in range(min(y1, y2), max(y1, y2) + 1):
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self.tiles[x][y].blocked = False
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self.tiles[x][y].block_sight = False
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def make_map(self, max_rooms, room_min_size, room_max_size, map_width, map_height, player):
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rooms = []
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num_rooms = 0
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for r in range(max_rooms):
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# print(rooms)
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# print(num_rooms)
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# random width and height
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w = randint(room_min_size, room_max_size)
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h = randint(room_min_size, room_max_size)
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# random position without going out of bounds
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x = randint(0, map_width - w - 1)
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y = randint(0, map_height - h - 1)
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#call Rect Class
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new_room = Rect(x, y, w, h)
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# if rooms == []:
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# print('first')
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# rooms.append(new_room)
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#run through other rooms to check for overlap
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for other_room in rooms:
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if new_room.intersect(other_room):
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break
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else:
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# no overlap, room is valid
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# paint to map's tiles
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self.create_room(new_room)
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#center coords of new room
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(new_x, new_y) = new_room.center()
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if num_rooms == 0:
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#first room where player starts
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player.x = new_x
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player.y = new_y
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else:
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# all rooms after the first are connected
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# center coords of previous room
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(prev_x, prev_y) = rooms[num_rooms - 1].center()
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if randint(0, 1) == 1:
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#first horizontally then vertically
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self.create_h_tunnel(prev_x, new_x, prev_y)
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self.create_v_tunnel(prev_y, new_y, new_x)
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else:
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#first vertically then horizontally
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self.create_v_tunnel(prev_y, new_y, prev_x)
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self.create_h_tunnel(prev_x, new_x, new_y)
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rooms.append(new_room)
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num_rooms += 1
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def render(self, console: Console) -> None:
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console.tiles_rgb[0:self.width, 0:self.height] = self.tiles["dark"]
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