Python Curses Example of Dungeon-Building Algorithm
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import curses
import random
# Please note that curses uses a y,x coordination system.
# In the code you see here, I'll be using x,y
# If any of the code seems inconsistent, it's because I took
# some of the things from my current project out and replaced
# for the purposes of this article
# Also, some of this was poorly converted. If you want to clean
# it up, go for it. Otherwise, I might get around to it eventually ;)
# I have not included placing up/down stairs or any of that business
# TODO: COMMENT THINGS BETTER!
# This is just the basic dungeon tile. It holds a shape.
class dungeon_tile:
_shape = ''
def __init__(self, shape):
self._shape = shape
def get_shape(self):
return self._shape
def set_shape(self, shape):
self._shape = shape
# Our randomly generated dungeon
class dungeon:
_map_size = (0, 0)
_tiles = []
# max_features - how many rooms/corridors will be generated at the most
# room_chance - the % chance that the generated feature will be a room
def __init__(self, map_size_x, map_size_y, max_features, room_chance):
# seed the psuedo-random number generator
random.seed()
# set the map size
self._map_size = (map_size_x, map_size_y)
# fill the map with blank tiles
for x in range (0, self._map_size[0]):
self._tiles.append([])
for y in range (0, self._map_size[1]):
self._tiles[x].append(dungeon_tile(''))
current_features = 1
self._make_room(self._map_size[0]/2, self._map_size[1]/2, 5, 5, random.randint(0, 3))
for i in range (0, 1000):
if current_features == max_features: break
newx = 0
xmod = 0
newy = 0
ymod = 0
direction = -1
for j in range (0, 1000):
newx = random.randint(1, self._map_size[0]-2)
newy = random.randint(1, self._map_size[1]-2)
direction = -1
shape = self._tiles[newx][newy].get_shape()
if shape == '#' or shape == 'c':
if self._tiles[newx][newy+1].get_shape() == '.' or self._tiles[newx][newy+1].get_shape() == 'c':
xmod = 0
ymod = -1
direction = 0
elif self._tiles[newx-1][newy].get_shape() == '.' or self._tiles[newx-1][newy].get_shape() == 'c':
xmod = 1
ymod = 0
direction = 1
elif self._tiles[newx][newy-1].get_shape() == '.' or self._tiles[newx][newy-1].get_shape() == 'c':
xmod = 0
ymod = 1
direction = 2
elif self._tiles[newx+1][newy].get_shape() == '.' or self._tiles[newx+1][newy].get_shape() == 'c':
xmod = -1
ymod = 0
direction = 3
if direction > -1: break
if direction > -1:
feature = random.randint(0, 100)
if feature <= room_chance:
if self._make_room(newx+xmod, newy+ymod, 10, 10, direction):
current_features += 1
self._tiles[newx][newy].set_shape('+')
self._tiles[newx+xmod][newy+ymod].set_shape('.')
elif feature > room_chance:
if self._make_corridor(newx+xmod, newy+ymod, 6, direction):
current_features += 1
self._tiles[newx][newy].set_shape('+')
# this shows the map. we're not doing a scrolling map for this article, so it's easier
def draw(self, stdscr):
for x in range (0, self._map_size[0]):
for y in range (0, self._map_size[1]):
stdscr.addstr(y, x, self._tiles[x][y].get_shape())
stdscr.refresh()
# this makes a corridor at x,y in a direction
def _make_corridor(self, x, y, length, direction):
len = random.randint(2, length)
dir = 0
if direction > 0 and direction < 4: dir = direction
if dir == 0:
if x < 0 or x > self._map_size[0]-1: return False
for i in range (y, y-len, -1):
if i < 0 or i > self._map_size[1]-1: return False
if self._tiles[x][i].get_shape() != '':return False
for i in range (y, y-len, -1):
self._tiles[x][i].set_shape('c')
elif dir == 1:
if y < 0 or y > self._map_size[1]-1: return False
for i in range (x, x+len):
if i < 0 or i > self._map_size[1]-1: return False
if self._tiles[i][y].get_shape() != '': return False
for i in range (x, x+len):
self._tiles[i][y].set_shape('c')
elif dir == 2:
if x < 0 or x > self._map_size[0]-1: return False
for i in range (y, y+len):
if i < 0 or i > self._map_size[1]-1: return False
if self._tiles[x][i].get_shape() != '': return False
for i in range (y, y+len):
self._tiles[x][i].set_shape('c')
elif dir == 3:
if y < 0 or y > self._map_size[1]-1: return False
for i in range (x, x-len, -1):
if i < 0 or i > self._map_size[1]-1: return False
if self._tiles[i][y].get_shape() != '': return False
for i in range (x, x-len, -1):
self._tiles[i][y].set_shape('c')
return True
# this makes a room at x,y with the width,height and in a direction
def _make_room(self, x, y, width, height, direction):
rand_width = random.randint(4, width)
rand_height = random.randint(4, height)
dir = 0
if direction > 0 and direction < 4: dir = direction
if dir == 0:
for i in range (y, y-rand_height, -1):
if i < 0 or i > self._map_size[1]-1: return False
for j in range (x-rand_width/2, (x+(rand_width+1)/2)):
if j < 0 or j > self._map_size[0]-1: return False
if self._tiles[j][i].get_shape() != '': return False
for i in range (y, y-rand_height, -1):
for j in range (x-rand_width/2, (x+(rand_width+1)/2)):
if j == x-rand_width/2: self._tiles[j][i].set_shape('#')
elif j == x+(rand_width-1)/2: self._tiles[j][i].set_shape('#')
elif i == y: self._tiles[j][i].set_shape('#')
elif i == y-rand_height+1: self._tiles[j][i].set_shape('#')
else: self._tiles[j][i].set_shape('.')
elif dir == 1:
for i in range (y-rand_height/2, y+(rand_height+1)/2):
if i < 0 or i > self._map_size[1]-1: return False
for j in range (x, x+rand_width):
if j < 0 or j > self._map_size[0]-1: return False
if self._tiles[j][i].get_shape() != '': return False
for i in range (y-rand_height/2, y+(rand_height+1)/2):
for j in range (x, x+rand_width):
if j == x: self._tiles[j][i].set_shape('#')
elif j == x+(rand_width-1): self._tiles[j][i].set_shape('#')
elif i == y-rand_height/2: self._tiles[j][i].set_shape('#')
elif i == y+(rand_height-1)/2: self._tiles[j][i].set_shape('#')
else: self._tiles[j][i].set_shape('.')
elif dir == 2:
for i in range (y, y+rand_height):
if i < 0 or i > self._map_size[1]-1: return False
for j in range (x-rand_width/2, x+(rand_width+1)/2):
if j < 0 or j > self._map_size[0]-1: return False
if self._tiles[j][i].get_shape() != '': return False
for i in range (y, y+rand_height):
for j in range (x-rand_width/2, x+(rand_width+1)/2):
if j == x-rand_width/2: self._tiles[j][i].set_shape('#')
elif j == x+(rand_width-1)/2: self._tiles[j][i].set_shape('#')
elif i == y: self._tiles[j][i].set_shape('#')
elif i == y+(rand_height-1): self._tiles[j][i].set_shape('#')
else: self._tiles[j][i].set_shape('.')
elif dir == 3:
for i in range (y-rand_height/2, y+(rand_height+1)/2):
if i < 0 or i > self._map_size[1]-1: return False
for j in range (x, x-rand_width, -1):
if j < 0 or j > self._map_size[0]-1: return False
if self._tiles[j][i].get_shape() != '': return False
for i in range (y-rand_height/2, y+(rand_height+1)/2):
for j in range (x, x-rand_width-1, -1):
if j == x: self._tiles[j][i].set_shape('#')
elif j == x-rand_width: self._tiles[j][i].set_shape('#')
elif i == y-rand_height/2: self._tiles[j][i].set_shape('#')
elif i == y+(rand_height-1)/2: self._tiles[j][i].set_shape('#')
else: self._tiles[j][i].set_shape('.')
return True
def main(stdscr):
screen_y, screen_x = stdscr.getmaxyx()
this_dungeon = dungeon(screen_x, screen_y, 5, 50)
this_dungeon.draw(stdscr)
stdscr.getch()
if __name__ == '__main__':
curses.wrapper(main)