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terrain_generator.py
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terrain_generator.py
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import random
import math
import singleton
class Room():
def __init__(self,shape, pos, size, angle):
self.shape = shape
self.pos = list(pos)
self.size = size
self.angle = angle
class Path():
def __init__(self, pos, angle, steps, turn, met, wait):
self.pos = pos
self.angle = angle
self.steps = steps
self.turn = turn
self.met = met
self.wait = wait
self.path = []
class Trap():
def __init__(self, pos, trigger, reset, findDc, disableDc, dammage, die, ID, roomID):
self.pos = pos
self.trigger = trigger
self.reset = reset
self.findDc = findDc
self.disableDc = disableDc
self.dammage = dammage
self.die = die
self.ID = ID
self.roomID = roomID
class Treasure():
def __init__(self, pos, type_, trap, ID, roomID):
self.pos = pos
self.type_ = type_
self.trap = trap
self.roomID = roomID
self.ID = ID
class Terrain():
__metaclass__ = singleton.Singleton
def __init__(self, size, target_rooms, room_size, variation, resolution,
traps_per_room, treasure_per_room, party_level):
self.size = size
self.target_rooms = target_rooms
self.room_size = room_size
self.variation = variation
self.resolution = resolution
self.traps_per_room = traps_per_room
self.treasure_per_room = treasure_per_room
self.party_level = party_level
self.treasure = []
self.traps = []
self.rooms = []
self.paths = []
self.grid = grid = [[0 for y in range(self.size[0])] for x in range(self.size[1])]
def generate_terrain(self):
met = 0;
self.grid = grid = [[0 for y in range(self.size[0])] for x in range(self.size[1])]
self.basic_grid = [[0 for y in range(self.size[0])] for x in range(self.size[1])]
self.generate_rooms()
while (len(self.paths)):
for path in self.paths:
if (path.steps == 0):
path.angle = math.atan2(self.size[1] / 2 - path.pos[1], self.size[0] / 2 - path.pos[0])
path.turn = random.uniform(self.variation/2*-1, self.variation/2)
path.angle += path.turn
if (path.pos[0] + math.cos(path.angle) > self.size[0] - 1 or
path.pos[0] + math.cos(path.angle) < 1 or
path.pos[1] + math.sin(path.angle) > self.size[1] - 1 or
path.pos[1] + math.sin(path.angle) < 1):
self.paths.remove(path)
break
else:
path.pos[0] += math.cos(path.angle)
path.pos[1] += math.sin(path.angle)
path.path.append(path.pos)
path.turn = random.uniform(self.variation/2*-1, self.variation/2)
path.angle += path.turn
if (path.wait > 0):
path.wait -= 1
if path.wait == 2:
path.met = 1
self.paths.remove(path)
if (path.wait == 0 and (
grid[int(path.pos[0])+(1 if math.cos(path.angle) > 0 else -1)][int(path.pos[1])] == 1 or
grid[int(path.pos[0])][int(path.pos[1])+(1 if math.sin(path.angle) > 0 else -1)] == 1 or
grid[int(path.pos[0]+(1 if math.cos(path.angle) > 0 else -1))][int(path.pos[1])+(1 if math.sin(path.angle) > 0 else -1)] == 1)):
path.wait = 3;
if (random.randint(1, 100) == 1):
self.GenerateTrap("path",path.pos)
if (random.randint(1, 100) == 1):
self.GenerateTreasure("path",path.pos)
if (path.steps == 0 and grid[int(path.pos[0])][int(path.pos[1])] != 4):
grid[int(path.pos[0])][int(path.pos[1])] = 2
else:
if (path.wait > 0 and
grid[int(path.pos[0])][int(path.pos[1])] == 1):
grid[int(path.pos[0])][int(path.pos[1])] = 3
elif (grid[int(path.pos[0])][int(path.pos[1])] == 0):
grid[int(path.pos[0])][int(path.pos[1])] = 1
path.steps+=1
for i,x in enumerate(grid):
for j,y in enumerate(x):
if y != 0:
try: self.basic_grid[i][j] = 1
except: pass
try: self.basic_grid[i+1][j] = 1
except: pass
try: self.basic_grid[i-1][j] = 1
except: pass
try: self.basic_grid[i][j+1] = 1
except: pass
try: self.basic_grid[i][j-1] = 1
except: pass
def generate_rooms(self):
points = []
for x in range(self.size[0]):
xlist = []
for y in range(self.size[1]):
points.append([x,y])
self.treasure = []
self.traps = []
self.rooms = []
self.paths = []
for target_num in range(self.target_rooms):
location = random.choice(points) #chose random point
angle = random.uniform(0, math.pi*2)
self.paths.append(Path(location, angle,
0, 0, 0 ,0))
room = Room(random.choice(["round", "square"]), location,
random.uniform(self.room_size/2, self.room_size*2),
angle)
self.rooms.append(room)
self.grid[location[0]][location[1]] = 4
for x in range(self.traps_per_room):
if (random.randint(1, 100) <= 15): # 15% * trapsPerRoom chance of traps in this room:
self.GenerateTrap("room",room.pos)
for x in range(self.treasure_per_room):
if (random.randint(1, 100) <= 15): # 15% * treasurePerRoom chance of traps in this room:
self.GenerateTreasure("room",room.pos)
def GenerateTrap(self, from_, pos):
pos = (int(pos[0]), int(pos[1]))
if from_ == "room":
roomId = len(self.rooms) - 1
trigger = random.choice(["Trip", "Area", "Chest", "Door"])
if pos[0] < self.size[0]-1:
self.grid[pos[0] + 1][pos[1]] = 2;
if pos[0] > 0:
self.grid[pos[0] - 1][pos[1]] = 2;
if pos[1] < self.size[1]-1:
self.grid[pos[0]][pos[1]+1] = 2;
if pos[1] > 0:
self.grid[pos[0]][pos[1]-1] = 2;
if from_ == "path":
roomId = -1
trigger = random.choice(["Trip", "Area", "Chest"])
self.grid[pos[0]][pos[1]] = 2
if from_ == "treasure":
roomId = -1
trigger = "Chest"
reset = random.choice(["Auto", "Manual", "None"])
findDc = 15 + 4 + random.randint(self.party_level/2,
self.party_level*3/2)
disableDc = findDc + random.randint(4, 10)
dammage = random.randint(self.party_level/2, self.party_level+1)
die = random.randint(2,5)
id_ = len(self.traps)
trap = Trap(pos, trigger, reset, findDc, disableDc, dammage, die, id_, roomId)
self.traps.append(trap)
return trap
def GenerateTreasure(self, from_, pos):
pos = (int(pos[0]), int(pos[1]))
if from_ == "room":
roomId = len(self.rooms) - 1
if pos[0] < self.size[0]-1:
self.grid[pos[0] + 1][pos[1]+1] = 5;
if pos[0] > 0:
self.grid[pos[0] - 1][pos[1]-1] = 5;
if from_ == "path":
self.grid[pos[0]][pos[1]] = 5
roomId = -1
type_ = random.choice(["Gold", "Art", "Object", "Weapon", "Magic"])
id_ = len(self.treasure)
if random.randint(0,4) == 0:
trap = self.GenerateTrap("treasure", pos)
else:
trap = -1
self.treasure.append(Treasure(pos, type_, trap, id_, roomId))