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More bug fixes. Added comments for clarity.

master
Noëlle Anthony 7 years ago
parent
commit
7dd8d87e96
1 changed files with 32 additions and 15 deletions
  1. 32
    15
      procgen.py

+ 32
- 15
procgen.py View File

@@ -6,7 +6,7 @@ def createDungeon(x=None, y=None, seed=None):
""" Initializes an x by y grid.
x is width, y is height
seed is the chance that a given cell will be "live" and should be an integer between 1-99.
If True is equivalent to "walkable", then lower seeds make more walls.
If True is equivalent to "wall", then higher seeds make more walls.
"""
x = 10 if x == None else int(x)
y = 10 if y == None else int(y)
@@ -15,7 +15,7 @@ def createDungeon(x=None, y=None, seed=None):
for j in range(y):
new_row = []
for i in range(x):
new_row.append(False if r.randint(1,99) > seed else True)
new_row.append(True if r.randint(1,99) <= seed else False)
new_map.append(new_row)
return new_map

@@ -31,14 +31,20 @@ def refineDungeon(d_map, d_lmt=None, a_lmt=None):
x, y = i, j
n_count = countAliveNeighbors(d_map, x, y)
if d_map[y][x]:
if n_count >= a_lmt:
# It's a wall.
if n_count < d_lmt:
# It has too few wall neighbors, so kill it.
new_line.append(False)
else:
# It has enough wall neighbors, so keep it.
new_line.append(True)
else:
if n_count <= d_lmt:
# It's a path.
if n_count > a_lmt:
# It has too many wall neighbors, so it becomes a wall.
new_line.append(True)
else:
# It's not too crowded, so it stays a path.
new_line.append(False)
new_map.append(new_line)
return new_map
@@ -51,8 +57,12 @@ def countAliveNeighbors(d_map, x, y):
if i == 0 and j == 0:
continue
if n_x < 0 or n_x >= len(d_map[j]) or n_y == 0 or n_y >= len(d_map):
# The target cell is at the edge of the map and this neighbor is off the edge.
# So we make this neighbor count as a wall.
count += 1
#pass
elif d_map[n_y][n_x]:
# This neighbor is on the map and is a wall.
count += 1
return count

@@ -60,12 +70,13 @@ def printDungeon(d_map, wall=None, path=None):
wall = "II" if wall == None else wall
path = " " if path == None else path
for line in d_map:
print("".join([wall if x == True else path for x in line]))
print("".join([wall if x else path for x in line]))
print()

def createImage(d_map, color=None, chunky=None):
def createImage(d_map, color=None, chunky=None, fn=None):
color = False if color == None else bool(color)
chunky = False if chunky == None else bool(chunky)
fn = filename() if fn == None else fn
x, y = len(d_map[0]), len(d_map)
if chunky:
true_x, true_y = x*2, y*2
@@ -73,28 +84,33 @@ def createImage(d_map, color=None, chunky=None):
true_x, true_y = x, y
img = Image.new("RGB",(true_x,true_y),(0,0,0))
lst = []
# Walls are black by default
c_wall = [r.randint(0,255), r.randint(0,255), r.randint(0,255)] if color else [0,0,0]
# Paths are white by default
c_space = [255-x for x in c_wall]
if chunky:
for line in d_map:
for _ in range(2):
for val in line:
for _ in range(2):
lst.append(tuple(c_space) if val else tuple(c_wall))
lst.append(tuple(c_wall) if val else tuple(c_space))
else:
for line in d_map:
for val in line:
lst.append(tuple(c_space) if val else tuple(c_wall))
lst.append(tuple(c_wall) if val else tuple(c_space))
img.putdata(lst)
hexes = ["0","1","2","3","4","5","6","7","8","9","a","b","c","d","e","f"]
a_filename = []
for _ in range(16):
a_filename.append(r.choice(hexes))
filename = "".join(a_filename)
if not os.path.exists("maps"):
os.makedirs("maps")
img.save('maps/{}.png'.format(filename))
print("Saved maps/{}.png".format(filename))
img.save('maps/{}.png'.format(fn))
print("Saved maps/{}.png".format(fn))

def filename():
hexes = ["0","1","2","3","4","5","6","7","8","9","a","b","c","d","e","f"]
fn = []
for _ in range(16):
fn.append(r.choice(hexes))
return "".join(fn)


def main(x=None, y=None, seed=None, d_lmt=None, a_lmt=None, reps=None, out=None, color=None, chunky=None):
# Initialize
@@ -108,6 +124,7 @@ def main(x=None, y=None, seed=None, d_lmt=None, a_lmt=None, reps=None, out=None,
color = False if color == None else bool(color)
chunky = False if chunky == None else bool(chunky)
my_map = createDungeon(x,y,seed)
fn = filename()
for _ in range(reps):
my_map = refineDungeon(my_map, d_lmt, a_lmt)
if out:

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