Difference between revisions of "Dungeon builder written in Python"
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First I'd like to say that my main experience with writing any sort of script has been with Flash actionscript, and having exceeded the boundaries of Flash's capabilities I decided to learn a language with more potential. I started learning Python just a few days ago, so my appologies if my code isn't elegant. I have tried to make it as straightforward and easy to follow as possible. | First I'd like to say that my main experience with writing any sort of script has been with Flash actionscript, and having exceeded the boundaries of Flash's capabilities I decided to learn a language with more potential. I started learning Python just a few days ago, so my appologies if my code isn't elegant. I have tried to make it as straightforward and easy to follow as possible. | ||
Next, my os is Windows, you will notice I have used the NumPy module, which is an array specific module for windows. Python has no (decent) native array support under Windows, so anyone using a different os will probably want to impliment their preffered array methods. Apart from that the following can be run on any os that supports Python. | Next, my os is Windows, you will notice I have used the NumPy module, which is an array specific module for windows. Python has no (decent) native array support under Windows, so anyone using a different os will probably want to impliment their preffered array methods. Apart from that the following can be run on any os that supports Python.* | ||
''* removed the need for numpy from the code below '' | |||
'''CLASS DESCRIPTION'''<br> | '''CLASS DESCRIPTION'''<br> | ||
Line 50: | Line 52: | ||
====IMPLEMENTATION==== | ====IMPLEMENTATION==== | ||
< | <source lang="python"> | ||
# Class to produce random map layouts | # Class to produce random map layouts | ||
from numpy import * | #from numpy import * | ||
from random import * | from random import * | ||
from math import * | from math import * | ||
Line 63: | Line 65: | ||
#makeMap can be modified to accept arguments for values of failed, and percentile of features. | #makeMap can be modified to accept arguments for values of failed, and percentile of features. | ||
#Create first room | #Create first room | ||
self.mapArr=ones((ysize,xsize)) | self.mapArr=[] #ones((ysize,xsize)) | ||
for y in range(ysize): | |||
tmp = [] | |||
for x in range(xsize): | |||
tmp.append(1) | |||
self.mapArr.append( tmp ) | |||
w,l,t=self.makeRoom() | w,l,t=self.makeRoom() | ||
while len(self.roomList)==0: | while len(self.roomList)==0: | ||
y= | y=randrange(ysize-1-l)+1 | ||
x= | x=randrange(xsize-1-w)+1 | ||
p=self.placeRoom(l,w,x,y,xsize,ysize,6,0) | p=self.placeRoom(l,w,x,y,xsize,ysize,6,0) | ||
failed=0 | failed=0 | ||
while failed<fail: #The lower the value that failed< , the smaller the dungeon | while failed<fail: #The lower the value that failed< , the smaller the dungeon | ||
chooseRoom= | chooseRoom=randrange(len(self.roomList)) | ||
ex,ey,ex2,ey2,et=self.makeExit(chooseRoom) | ex,ey,ex2,ey2,et=self.makeExit(chooseRoom) | ||
feature= | feature=randrange(100) | ||
if feature<b1: #Begin feature choosing (more features to be added here) | if feature<b1: #Begin feature choosing (more features to be added here) | ||
w,l,t=self.makeCorridor() | w,l,t=self.makeCorridor() | ||
Line 80: | Line 87: | ||
roomDone=self.placeRoom(l,w,ex2,ey2,xsize,ysize,t,et) | roomDone=self.placeRoom(l,w,ex2,ey2,xsize,ysize,t,et) | ||
if roomDone==0: #If placement failed increase possibility map is full | if roomDone==0: #If placement failed increase possibility map is full | ||
failed= | failed+=1 | ||
elif roomDone==2: #Possiblilty of linking rooms | elif roomDone==2: #Possiblilty of linking rooms | ||
if self.mapArr[ey2][ex2]==0: | if self.mapArr[ey2][ex2]==0: | ||
if | if randrange(100)<7: | ||
self.makePortal(ex,ey) | self.makePortal(ex,ey) | ||
failed+=1 | |||
else: #Otherwise, link up the 2 rooms | else: #Otherwise, link up the 2 rooms | ||
self.makePortal(ex,ey) | self.makePortal(ex,ey) | ||
Line 102: | Line 107: | ||
"""Randomly produce room size""" | """Randomly produce room size""" | ||
rtype=5 | rtype=5 | ||
rwide= | rwide=randrange(8)+3 | ||
rlong= | rlong=randrange(8)+3 | ||
return rwide,rlong,rtype | return rwide,rlong,rtype | ||
def makeCorridor(self): | def makeCorridor(self): | ||
"""Randomly produce corridor length and heading""" | """Randomly produce corridor length and heading""" | ||
clength= | clength=randrange(18)+3 | ||
heading= | heading=randrange(4) | ||
if heading==0: #North | if heading==0: #North | ||
wd=1 | wd=1 | ||
lg=-clength | lg=-clength | ||
elif heading==1: #East | |||
wd=clength | wd=clength | ||
lg=1 | lg=1 | ||
elif heading==2: #South | |||
wd=1 | wd=1 | ||
lg=clength | lg=clength | ||
elif heading==3: #West | |||
wd=-clength | wd=-clength | ||
lg=1 | lg=1 | ||
Line 128: | Line 133: | ||
ypos=yposs | ypos=yposs | ||
if ll<0: | if ll<0: | ||
ypos= | ypos+=ll+1 | ||
ll= | ll=abs(ll) | ||
if ww<0: | if ww<0: | ||
xpos= | xpos+=ww+1 | ||
ww= | ww=abs(ww) | ||
#Make offset if type is room | #Make offset if type is room | ||
if rty==5: | if rty==5: | ||
if ext==0 or ext==2: | if ext==0 or ext==2: | ||
offset= | offset=randrange(ww) | ||
xpos= | xpos-=offset | ||
else: | else: | ||
offset= | offset=randrange(ll) | ||
ypos= | ypos-=offset | ||
#Then check if there is space | #Then check if there is space | ||
canPlace=1 | canPlace=1 | ||
Line 168: | Line 173: | ||
"""Pick random wall and random point along that wall""" | """Pick random wall and random point along that wall""" | ||
room=self.roomList[rn] | room=self.roomList[rn] | ||
while True: | |||
while | rw=randrange(4) | ||
rw= | |||
if rw==0: #North wall | if rw==0: #North wall | ||
rx= | rx=randrange(room[1])+room[2] | ||
ry=room[3]-1 | ry=room[3]-1 | ||
rx2=rx | rx2=rx | ||
ry2=ry-1 | ry2=ry-1 | ||
elif rw==1: #East wall | |||
ry= | ry=randrange(room[0])+room[3] | ||
rx=room[2]+room[1] | rx=room[2]+room[1] | ||
rx2=rx+1 | rx2=rx+1 | ||
ry2=ry | ry2=ry | ||
elif rw==2: #South wall | |||
rx= | rx=randrange(room[1])+room[2] | ||
ry=room[3]+room[0] | ry=room[3]+room[0] | ||
rx2=rx | rx2=rx | ||
ry2=ry+1 | ry2=ry+1 | ||
elif rw==3: #West wall | |||
ry= | ry=randrange(room[0])+room[3] | ||
rx=room[2]-1 | rx=room[2]-1 | ||
rx2=rx-1 | rx2=rx-1 | ||
ry2=ry | ry2=ry | ||
if self.mapArr[ry][rx]==2: #If space is a wall | if self.mapArr[ry][rx]==2: #If space is a wall, exit | ||
break | |||
return rx,ry,rx2,ry2,rw | return rx,ry,rx2,ry2,rw | ||
def makePortal(self,px,py): | def makePortal(self,px,py): | ||
"""Create doors in walls""" | """Create doors in walls""" | ||
ptype= | ptype=randrange(100) | ||
if ptype>90: #Secret door | if ptype>90: #Secret door | ||
self.mapArr[py][px]=5 | self.mapArr[py][px]=5 | ||
return | return | ||
elif ptype>75: #Closed door | |||
self.mapArr[py][px]=4 | self.mapArr[py][px]=4 | ||
return | return | ||
elif ptype>40: #Open door | |||
self.mapArr[py][px]=3 | self.mapArr[py][px]=3 | ||
return | return | ||
Line 228: | Line 232: | ||
coords=[endx+2,endy,endx+1,endy] | coords=[endx+2,endy,endx+1,endy] | ||
checkExit.append(coords) | checkExit.append(coords) | ||
elif ed==1: #East corridor | |||
if endy>1: | if endy>1: | ||
coords=[endx,endy-2,endx,endy-1] | coords=[endx,endy-2,endx,endy-1] | ||
Line 238: | Line 242: | ||
coords=[endx,endy+2,endx,endy+1] | coords=[endx,endy+2,endx,endy+1] | ||
checkExit.append(coords) | checkExit.append(coords) | ||
elif ed==2: #South corridor | |||
if endx<78: | if endx<78: | ||
coords=[endx+2,endy,endx+1,endy] | coords=[endx+2,endy,endx+1,endy] | ||
Line 248: | Line 252: | ||
coords=[endx-2,endy,endx-1,endy] | coords=[endx-2,endy,endx-1,endy] | ||
checkExit.append(coords) | checkExit.append(coords) | ||
elif ed==3: #West corridor | |||
if endx>1: | if endx>1: | ||
coords=[endx-2,endy,endx-1,endy] | coords=[endx-2,endy,endx-1,endy] | ||
Line 258: | Line 262: | ||
coords=[endx,endy+2,endx,endy+1] | coords=[endx,endy+2,endx,endy+1] | ||
checkExit.append(coords) | checkExit.append(coords) | ||
for | for xxx,yyy,xxx1,yyy1 in checkExit: #Loop through possible exits | ||
if self.mapArr[yyy][xxx]==0: #If joins to a room | if self.mapArr[yyy][xxx]==0: #If joins to a room | ||
if | if randrange(100)<psb: #Possibility of linking rooms | ||
self.makePortal(xxx1,yyy1) | self.makePortal(xxx1,yyy1) | ||
def finalJoins(self): | def finalJoins(self): | ||
"""Final stage, loops through all the corridors to see if any can be joined to other rooms""" | """Final stage, loops through all the corridors to see if any can be joined to other rooms""" | ||
for | for x in self.cList: | ||
self.joinCorridor( | self.joinCorridor(x[0],x[1],x[2],x[3],10) | ||
</ | </source> | ||
====Examples==== | |||
Not to make this page any longer example outputs are placed here: [[Dungeon builder written in Python/Examples]]. | |||
===Comment=== | ===Comment=== | ||
I fixed some bugs and wrote a simple script to show how maps look like (only shows walls (#), doors (=) and floor (.)) Although I'm still trying to figure out the script, but from my tests every map size below 80x40 can cause endless loops! --[[User:MilesTeg|MilesTeg]] 00:08, 28 May 2009 (CEST) | I fixed some bugs and wrote a simple script to show how maps look like (only shows walls (#), doors (=) and floor (.)) Although I'm still trying to figure out the script, but from my tests every map size below 80x40 can cause endless loops! --[[User:MilesTeg|MilesTeg]] 00:08, 28 May 2009 (CEST) | ||
< | <source lang="python"> | ||
from dMap import * | from dMap import * | ||
startx=80 | startx=80 | ||
Line 281: | Line 285: | ||
somename= dMap() | somename= dMap() | ||
somename.makeMap(startx,starty,110,50,60) | somename.makeMap(startx,starty,110,50,60) | ||
for y in range( | for y in range(starty): | ||
line = "" | line = "" | ||
for x in range( | for x in range(startx): | ||
if somename.mapArr[y][x]==0: | if somename.mapArr[y][x]==0: | ||
line = | line += "." | ||
if somename.mapArr[y][x]==1: | if somename.mapArr[y][x]==1: | ||
line = | line += " " | ||
if somename.mapArr[y][x]==2: | if somename.mapArr[y][x]==2: | ||
line = | line += "#" | ||
if somename.mapArr[y][x]==3 or somename.mapArr[y][x]==4 or somename.mapArr[y][x]==5: | if somename.mapArr[y][x]==3 or somename.mapArr[y][x]==4 or somename.mapArr[y][x]==5: | ||
line = line + "=" | line += "=" | ||
print line | |||
</source> | |||
=== Update === | |||
Here's the whole thing without the numpy requirement and any size map -- [[User:Mtvee|Mtvee]] ([[User talk:Mtvee|talk]]) 03:14, 24 January 2014 (CET) | |||
<source lang="python"> | |||
# Class to produce random map layouts | |||
from random import * | |||
from math import * | |||
class dMap: | |||
def __init__(self): | |||
self.roomList=[] | |||
self.cList=[] | |||
def makeMap(self,xsize,ysize,fail,b1,mrooms): | |||
"""Generate random layout of rooms, corridors and other features""" | |||
# makeMap can be modified to accept arguments for values of failed, and percentile of features. | |||
# Create first room | |||
self.size_x = xsize | |||
self.size_y = ysize | |||
# initialize map to all walls | |||
self.mapArr=[] | |||
for y in range(ysize): | |||
tmp = [] | |||
for x in range(xsize): | |||
tmp.append(1) | |||
self.mapArr.append( tmp ) | |||
w,l,t=self.makeRoom() | |||
while len(self.roomList)==0: | |||
y=randrange(ysize-1-l)+1 | |||
x=randrange(xsize-1-w)+1 | |||
p=self.placeRoom(l,w,x,y,xsize,ysize,6,0) | |||
failed=0 | |||
while failed<fail: #The lower the value that failed< , the smaller the dungeon | |||
chooseRoom=randrange(len(self.roomList)) | |||
ex,ey,ex2,ey2,et=self.makeExit(chooseRoom) | |||
feature=randrange(100) | |||
if feature<b1: #Begin feature choosing (more features to be added here) | |||
w,l,t=self.makeCorridor() | |||
else: | |||
w,l,t=self.makeRoom() | |||
roomDone=self.placeRoom(l,w,ex2,ey2,xsize,ysize,t,et) | |||
if roomDone==0: #If placement failed increase possibility map is full | |||
failed+=1 | |||
elif roomDone==2: #Possiblilty of linking rooms | |||
if self.mapArr[ey2][ex2]==0: | |||
if randrange(100)<7: | |||
self.makePortal(ex,ey) | |||
failed+=1 | |||
else: #Otherwise, link up the 2 rooms | |||
self.makePortal(ex,ey) | |||
failed=0 | |||
if t<5: | |||
tc=[len(self.roomList)-1,ex2,ey2,t] | |||
self.cList.append(tc) | |||
self.joinCorridor(len(self.roomList)-1,ex2,ey2,t,50) | |||
if len(self.roomList)==mrooms: | |||
failed=fail | |||
self.finalJoins() | |||
def makeRoom(self): | |||
"""Randomly produce room size""" | |||
rtype=5 | |||
rwide=randrange(8)+3 | |||
rlong=randrange(8)+3 | |||
return rwide,rlong,rtype | |||
def makeCorridor(self): | |||
"""Randomly produce corridor length and heading""" | |||
clength=randrange(18)+3 | |||
heading=randrange(4) | |||
if heading==0: #North | |||
wd=1 | |||
lg=-clength | |||
elif heading==1: #East | |||
wd=clength | |||
lg=1 | |||
elif heading==2: #South | |||
wd=1 | |||
lg=clength | |||
elif heading==3: #West | |||
wd=-clength | |||
lg=1 | |||
return wd,lg,heading | |||
def placeRoom(self,ll,ww,xposs,yposs,xsize,ysize,rty,ext): | |||
"""Place feature if enough space and return canPlace as true or false""" | |||
#Arrange for heading | |||
xpos=xposs | |||
ypos=yposs | |||
if ll<0: | |||
ypos+=ll+1 | |||
ll=abs(ll) | |||
if ww<0: | |||
xpos+=ww+1 | |||
ww=abs(ww) | |||
#Make offset if type is room | |||
if rty==5: | |||
if ext==0 or ext==2: | |||
offset=randrange(ww) | |||
xpos-=offset | |||
else: | |||
offset=randrange(ll) | |||
ypos-=offset | |||
#Then check if there is space | |||
canPlace=1 | |||
if ww+xpos+1>xsize-1 or ll+ypos+1>ysize: | |||
canPlace=0 | |||
return canPlace | |||
elif xpos<1 or ypos<1: | |||
canPlace=0 | |||
return canPlace | |||
else: | |||
for j in range(ll): | |||
for k in range(ww): | |||
if self.mapArr[(ypos)+j][(xpos)+k]!=1: | |||
canPlace=2 | |||
#If there is space, add to list of rooms | |||
if canPlace==1: | |||
temp=[ll,ww,xpos,ypos] | |||
self.roomList.append(temp) | |||
for j in range(ll+2): #Then build walls | |||
for k in range(ww+2): | |||
self.mapArr[(ypos-1)+j][(xpos-1)+k]=2 | |||
for j in range(ll): #Then build floor | |||
for k in range(ww): | |||
self.mapArr[ypos+j][xpos+k]=0 | |||
return canPlace #Return whether placed is true/false | |||
def makeExit(self,rn): | |||
"""Pick random wall and random point along that wall""" | |||
room=self.roomList[rn] | |||
while True: | |||
rw=randrange(4) | |||
if rw==0: #North wall | |||
rx=randrange(room[1])+room[2] | |||
ry=room[3]-1 | |||
rx2=rx | |||
ry2=ry-1 | |||
elif rw==1: #East wall | |||
ry=randrange(room[0])+room[3] | |||
rx=room[2]+room[1] | |||
rx2=rx+1 | |||
ry2=ry | |||
elif rw==2: #South wall | |||
rx=randrange(room[1])+room[2] | |||
ry=room[3]+room[0] | |||
rx2=rx | |||
ry2=ry+1 | |||
elif rw==3: #West wall | |||
ry=randrange(room[0])+room[3] | |||
rx=room[2]-1 | |||
rx2=rx-1 | |||
ry2=ry | |||
if self.mapArr[ry][rx]==2: #If space is a wall, exit | |||
break | |||
return rx,ry,rx2,ry2,rw | |||
def makePortal(self,px,py): | |||
"""Create doors in walls""" | |||
ptype=randrange(100) | |||
if ptype>90: #Secret door | |||
self.mapArr[py][px]=5 | |||
return | |||
elif ptype>75: #Closed door | |||
self.mapArr[py][px]=4 | |||
return | |||
elif ptype>40: #Open door | |||
self.mapArr[py][px]=3 | |||
return | |||
else: #Hole in the wall | |||
self.mapArr[py][px]=0 | |||
def joinCorridor(self,cno,xp,yp,ed,psb): | |||
"""Check corridor endpoint and make an exit if it links to another room""" | |||
cArea=self.roomList[cno] | |||
if xp!=cArea[2] or yp!=cArea[3]: #Find the corridor endpoint | |||
endx=xp-(cArea[1]-1) | |||
endy=yp-(cArea[0]-1) | |||
else: | |||
endx=xp+(cArea[1]-1) | |||
endy=yp+(cArea[0]-1) | |||
checkExit=[] | |||
if ed==0: #North corridor | |||
if endx>1: | |||
coords=[endx-2,endy,endx-1,endy] | |||
checkExit.append(coords) | |||
if endy>1: | |||
coords=[endx,endy-2,endx,endy-1] | |||
checkExit.append(coords) | |||
if endx<self.size_x-2: | |||
coords=[endx+2,endy,endx+1,endy] | |||
checkExit.append(coords) | |||
elif ed==1: #East corridor | |||
if endy>1: | |||
coords=[endx,endy-2,endx,endy-1] | |||
checkExit.append(coords) | |||
if endx<self.size_x-2: | |||
coords=[endx+2,endy,endx+1,endy] | |||
checkExit.append(coords) | |||
if endy<self.size_y-2: | |||
coords=[endx,endy+2,endx,endy+1] | |||
checkExit.append(coords) | |||
elif ed==2: #South corridor | |||
if endx<self.size_x-2: | |||
coords=[endx+2,endy,endx+1,endy] | |||
checkExit.append(coords) | |||
if endy<self.size_y-2: | |||
coords=[endx,endy+2,endx,endy+1] | |||
checkExit.append(coords) | |||
if endx>1: | |||
coords=[endx-2,endy,endx-1,endy] | |||
checkExit.append(coords) | |||
elif ed==3: #West corridor | |||
if endx>1: | |||
coords=[endx-2,endy,endx-1,endy] | |||
checkExit.append(coords) | |||
if endy>1: | |||
coords=[endx,endy-2,endx,endy-1] | |||
checkExit.append(coords) | |||
if endy<self.size_y-2: | |||
coords=[endx,endy+2,endx,endy+1] | |||
checkExit.append(coords) | |||
for xxx,yyy,xxx1,yyy1 in checkExit: #Loop through possible exits | |||
if self.mapArr[yyy][xxx]==0: #If joins to a room | |||
if randrange(100)<psb: #Possibility of linking rooms | |||
self.makePortal(xxx1,yyy1) | |||
def finalJoins(self): | |||
"""Final stage, loops through all the corridors to see if any can be joined to other rooms""" | |||
for x in self.cList: | |||
self.joinCorridor(x[0],x[1],x[2],x[3],10) | |||
# ---------------------------------------------------------------------------- | |||
# Main | |||
# ---------------------------------------------------------------------------- | |||
startx=20 # map width | |||
starty=10 # map height | |||
themap= dMap() | |||
themap.makeMap(startx,starty,110,50,60) | |||
for y in range(starty): | |||
line = "" | |||
for x in range(startx): | |||
if themap.mapArr[y][x]==0: | |||
line += "." | |||
if themap.mapArr[y][x]==1: | |||
line += " " | |||
if themap.mapArr[y][x]==2: | |||
line += "#" | |||
if themap.mapArr[y][x]==3 or themap.mapArr[y][x]==4 or themap.mapArr[y][x]==5: | |||
line += "=" | |||
print line | print line | ||
</ | |||
[[Category:Articles]] | </source> | ||
[[Category:Articles]][[Category:Maps]] |
Latest revision as of 14:19, 20 March 2014
Dungeon builder written in Python by Steve Wallace
NOTES
First I'd like to say that my main experience with writing any sort of script has been with Flash actionscript, and having exceeded the boundaries of Flash's capabilities I decided to learn a language with more potential. I started learning Python just a few days ago, so my appologies if my code isn't elegant. I have tried to make it as straightforward and easy to follow as possible.
Next, my os is Windows, you will notice I have used the NumPy module, which is an array specific module for windows. Python has no (decent) native array support under Windows, so anyone using a different os will probably want to impliment their preffered array methods. Apart from that the following can be run on any os that supports Python.*
* removed the need for numpy from the code below
CLASS DESCRIPTION
dMap class
This is a fairly flexible class that will build a dungeon level. It is configurable to produce a wide variety of dungeon types, from small networks of rooms to huge mazes, and with a little modification it can easily be extended to incorporate your own features too.
As it stands it produces 2 different room types, the basic room and the corridor, and 4 types of joins, open wall, closed door, open door and secret door.
dMap has 3 attributes:
1. mapArr[y][x] - this is the main array that stores the map data, being values from 0 to 5 (0-walkable floor, 1-blank/undiscovered, 2-wall, 3-open door, 4-closed door, 5-secret door)
2. roomList[n] - this is a list of every room (inc. corridors) and roomList[n] will be a list in the form of [y size of room, x size of room, x coord, y coord] ie a value of [4,5,2,6] will be a room 5 across and 4 down with its top left floor tile at coord 2,6. This shouldn't be edited as any changes made after its created will NOT reflect on the map, its purely a reference to the floor area of the map.
3.cList[n] - this is similar to roomList, but it purely contains the corridors only and is used for connecting corridors. Its value will be in the format [ref. no to roomList, start x coord, start y coord, direction it travels]. The reference number will give the index to its entry in roomList, x and y start coords will be the coordinate where the corridor actually starts (NOTE this may not be the same as its x and y pos) and direction travelled is a number from 0 to 3 (0-north, 1-east, 2-south,3-west). cList is purely a set of hints supplied to the joinCorridor() function, although it could be used to generate a list of only corridors for use in monster/item/etc placement. Alternatively its ref no could be used to exclude it from roomList to generate a list of rooms only. As with roomList, do not edit after its creation.
dMap has 1 main method that is used to create a map:
makeMap(xsize,ysize,fail,b1,mrooms)
xsize- x size of the map area
ysize- y size of the map area
fail- a value from 1 upwards. The higer the value of fail, the greater the chance of larger dungeons being created. A low value (>10) tends to produce only a few rooms, a high value (<50) raises the chance that the whole map area will be used to create rooms (up to the value of mrooms - see below)
b1- corridor bias. This is a value from 0 to 100 and represents the %chance a feature will be a corridor instead of a room. A value of 0 will produce rooms only, a value of 100 will produce corridors only
mrooms- maximum number of rooms to create. This, combined with fail, can be used to create a specific number of rooms
USAGE
somename=dMap()
somename.makeMap(50,50,10,50,20)
The above will make a map of maximum size 50 x 50, a low (10) chance of making new rooms with a 50% chance new rooms will be corridors, and a maximum of 20 rooms.
somevariable=somename.mapArr[y][x] will give you access to the actual map, where x and y are the coordinates, and the value of somevariable will be from 0 to 5 as detailed above in mapArr.
Well I hope this all makes sence, and once again sorry if the code is kinda ugly, like I said I only started learning Python a few days ago (and this is my second attempt at writing a map algorithm). However, feel free to use and modify the code to suit your needs.
IMPLEMENTATION
# Class to produce random map layouts
#from numpy import *
from random import *
from math import *
class dMap:
def __init__(self):
self.roomList=[]
self.cList=[]
def makeMap(self,xsize,ysize,fail,b1,mrooms):
"""Generate random layout of rooms, corridors and other features"""
#makeMap can be modified to accept arguments for values of failed, and percentile of features.
#Create first room
self.mapArr=[] #ones((ysize,xsize))
for y in range(ysize):
tmp = []
for x in range(xsize):
tmp.append(1)
self.mapArr.append( tmp )
w,l,t=self.makeRoom()
while len(self.roomList)==0:
y=randrange(ysize-1-l)+1
x=randrange(xsize-1-w)+1
p=self.placeRoom(l,w,x,y,xsize,ysize,6,0)
failed=0
while failed<fail: #The lower the value that failed< , the smaller the dungeon
chooseRoom=randrange(len(self.roomList))
ex,ey,ex2,ey2,et=self.makeExit(chooseRoom)
feature=randrange(100)
if feature<b1: #Begin feature choosing (more features to be added here)
w,l,t=self.makeCorridor()
else:
w,l,t=self.makeRoom()
roomDone=self.placeRoom(l,w,ex2,ey2,xsize,ysize,t,et)
if roomDone==0: #If placement failed increase possibility map is full
failed+=1
elif roomDone==2: #Possiblilty of linking rooms
if self.mapArr[ey2][ex2]==0:
if randrange(100)<7:
self.makePortal(ex,ey)
failed+=1
else: #Otherwise, link up the 2 rooms
self.makePortal(ex,ey)
failed=0
if t<5:
tc=[len(self.roomList)-1,ex2,ey2,t]
self.cList.append(tc)
self.joinCorridor(len(self.roomList)-1,ex2,ey2,t,50)
if len(self.roomList)==mrooms:
failed=fail
self.finalJoins()
def makeRoom(self):
"""Randomly produce room size"""
rtype=5
rwide=randrange(8)+3
rlong=randrange(8)+3
return rwide,rlong,rtype
def makeCorridor(self):
"""Randomly produce corridor length and heading"""
clength=randrange(18)+3
heading=randrange(4)
if heading==0: #North
wd=1
lg=-clength
elif heading==1: #East
wd=clength
lg=1
elif heading==2: #South
wd=1
lg=clength
elif heading==3: #West
wd=-clength
lg=1
return wd,lg,heading
def placeRoom(self,ll,ww,xposs,yposs,xsize,ysize,rty,ext):
"""Place feature if enough space and return canPlace as true or false"""
#Arrange for heading
xpos=xposs
ypos=yposs
if ll<0:
ypos+=ll+1
ll=abs(ll)
if ww<0:
xpos+=ww+1
ww=abs(ww)
#Make offset if type is room
if rty==5:
if ext==0 or ext==2:
offset=randrange(ww)
xpos-=offset
else:
offset=randrange(ll)
ypos-=offset
#Then check if there is space
canPlace=1
if ww+xpos+1>xsize-1 or ll+ypos+1>ysize:
canPlace=0
return canPlace
elif xpos<1 or ypos<1:
canPlace=0
return canPlace
else:
for j in range(ll):
for k in range(ww):
if self.mapArr[(ypos)+j][(xpos)+k]!=1:
canPlace=2
#If there is space, add to list of rooms
if canPlace==1:
temp=[ll,ww,xpos,ypos]
self.roomList.append(temp)
for j in range(ll+2): #Then build walls
for k in range(ww+2):
self.mapArr[(ypos-1)+j][(xpos-1)+k]=2
for j in range(ll): #Then build floor
for k in range(ww):
self.mapArr[ypos+j][xpos+k]=0
return canPlace #Return whether placed is true/false
def makeExit(self,rn):
"""Pick random wall and random point along that wall"""
room=self.roomList[rn]
while True:
rw=randrange(4)
if rw==0: #North wall
rx=randrange(room[1])+room[2]
ry=room[3]-1
rx2=rx
ry2=ry-1
elif rw==1: #East wall
ry=randrange(room[0])+room[3]
rx=room[2]+room[1]
rx2=rx+1
ry2=ry
elif rw==2: #South wall
rx=randrange(room[1])+room[2]
ry=room[3]+room[0]
rx2=rx
ry2=ry+1
elif rw==3: #West wall
ry=randrange(room[0])+room[3]
rx=room[2]-1
rx2=rx-1
ry2=ry
if self.mapArr[ry][rx]==2: #If space is a wall, exit
break
return rx,ry,rx2,ry2,rw
def makePortal(self,px,py):
"""Create doors in walls"""
ptype=randrange(100)
if ptype>90: #Secret door
self.mapArr[py][px]=5
return
elif ptype>75: #Closed door
self.mapArr[py][px]=4
return
elif ptype>40: #Open door
self.mapArr[py][px]=3
return
else: #Hole in the wall
self.mapArr[py][px]=0
def joinCorridor(self,cno,xp,yp,ed,psb):
"""Check corridor endpoint and make an exit if it links to another room"""
cArea=self.roomList[cno]
if xp!=cArea[2] or yp!=cArea[3]: #Find the corridor endpoint
endx=xp-(cArea[1]-1)
endy=yp-(cArea[0]-1)
else:
endx=xp+(cArea[1]-1)
endy=yp+(cArea[0]-1)
checkExit=[]
if ed==0: #North corridor
if endx>1:
coords=[endx-2,endy,endx-1,endy]
checkExit.append(coords)
if endy>1:
coords=[endx,endy-2,endx,endy-1]
checkExit.append(coords)
if endx<78:
coords=[endx+2,endy,endx+1,endy]
checkExit.append(coords)
elif ed==1: #East corridor
if endy>1:
coords=[endx,endy-2,endx,endy-1]
checkExit.append(coords)
if endx<78:
coords=[endx+2,endy,endx+1,endy]
checkExit.append(coords)
if endy<38:
coords=[endx,endy+2,endx,endy+1]
checkExit.append(coords)
elif ed==2: #South corridor
if endx<78:
coords=[endx+2,endy,endx+1,endy]
checkExit.append(coords)
if endy<38:
coords=[endx,endy+2,endx,endy+1]
checkExit.append(coords)
if endx>1:
coords=[endx-2,endy,endx-1,endy]
checkExit.append(coords)
elif ed==3: #West corridor
if endx>1:
coords=[endx-2,endy,endx-1,endy]
checkExit.append(coords)
if endy>1:
coords=[endx,endy-2,endx,endy-1]
checkExit.append(coords)
if endy<38:
coords=[endx,endy+2,endx,endy+1]
checkExit.append(coords)
for xxx,yyy,xxx1,yyy1 in checkExit: #Loop through possible exits
if self.mapArr[yyy][xxx]==0: #If joins to a room
if randrange(100)<psb: #Possibility of linking rooms
self.makePortal(xxx1,yyy1)
def finalJoins(self):
"""Final stage, loops through all the corridors to see if any can be joined to other rooms"""
for x in self.cList:
self.joinCorridor(x[0],x[1],x[2],x[3],10)
Examples
Not to make this page any longer example outputs are placed here: Dungeon builder written in Python/Examples.
Comment
I fixed some bugs and wrote a simple script to show how maps look like (only shows walls (#), doors (=) and floor (.)) Although I'm still trying to figure out the script, but from my tests every map size below 80x40 can cause endless loops! --MilesTeg 00:08, 28 May 2009 (CEST)
from dMap import *
startx=80
starty=40
somename= dMap()
somename.makeMap(startx,starty,110,50,60)
for y in range(starty):
line = ""
for x in range(startx):
if somename.mapArr[y][x]==0:
line += "."
if somename.mapArr[y][x]==1:
line += " "
if somename.mapArr[y][x]==2:
line += "#"
if somename.mapArr[y][x]==3 or somename.mapArr[y][x]==4 or somename.mapArr[y][x]==5:
line += "="
print line
Update
Here's the whole thing without the numpy requirement and any size map -- Mtvee (talk) 03:14, 24 January 2014 (CET)
# Class to produce random map layouts
from random import *
from math import *
class dMap:
def __init__(self):
self.roomList=[]
self.cList=[]
def makeMap(self,xsize,ysize,fail,b1,mrooms):
"""Generate random layout of rooms, corridors and other features"""
# makeMap can be modified to accept arguments for values of failed, and percentile of features.
# Create first room
self.size_x = xsize
self.size_y = ysize
# initialize map to all walls
self.mapArr=[]
for y in range(ysize):
tmp = []
for x in range(xsize):
tmp.append(1)
self.mapArr.append( tmp )
w,l,t=self.makeRoom()
while len(self.roomList)==0:
y=randrange(ysize-1-l)+1
x=randrange(xsize-1-w)+1
p=self.placeRoom(l,w,x,y,xsize,ysize,6,0)
failed=0
while failed<fail: #The lower the value that failed< , the smaller the dungeon
chooseRoom=randrange(len(self.roomList))
ex,ey,ex2,ey2,et=self.makeExit(chooseRoom)
feature=randrange(100)
if feature<b1: #Begin feature choosing (more features to be added here)
w,l,t=self.makeCorridor()
else:
w,l,t=self.makeRoom()
roomDone=self.placeRoom(l,w,ex2,ey2,xsize,ysize,t,et)
if roomDone==0: #If placement failed increase possibility map is full
failed+=1
elif roomDone==2: #Possiblilty of linking rooms
if self.mapArr[ey2][ex2]==0:
if randrange(100)<7:
self.makePortal(ex,ey)
failed+=1
else: #Otherwise, link up the 2 rooms
self.makePortal(ex,ey)
failed=0
if t<5:
tc=[len(self.roomList)-1,ex2,ey2,t]
self.cList.append(tc)
self.joinCorridor(len(self.roomList)-1,ex2,ey2,t,50)
if len(self.roomList)==mrooms:
failed=fail
self.finalJoins()
def makeRoom(self):
"""Randomly produce room size"""
rtype=5
rwide=randrange(8)+3
rlong=randrange(8)+3
return rwide,rlong,rtype
def makeCorridor(self):
"""Randomly produce corridor length and heading"""
clength=randrange(18)+3
heading=randrange(4)
if heading==0: #North
wd=1
lg=-clength
elif heading==1: #East
wd=clength
lg=1
elif heading==2: #South
wd=1
lg=clength
elif heading==3: #West
wd=-clength
lg=1
return wd,lg,heading
def placeRoom(self,ll,ww,xposs,yposs,xsize,ysize,rty,ext):
"""Place feature if enough space and return canPlace as true or false"""
#Arrange for heading
xpos=xposs
ypos=yposs
if ll<0:
ypos+=ll+1
ll=abs(ll)
if ww<0:
xpos+=ww+1
ww=abs(ww)
#Make offset if type is room
if rty==5:
if ext==0 or ext==2:
offset=randrange(ww)
xpos-=offset
else:
offset=randrange(ll)
ypos-=offset
#Then check if there is space
canPlace=1
if ww+xpos+1>xsize-1 or ll+ypos+1>ysize:
canPlace=0
return canPlace
elif xpos<1 or ypos<1:
canPlace=0
return canPlace
else:
for j in range(ll):
for k in range(ww):
if self.mapArr[(ypos)+j][(xpos)+k]!=1:
canPlace=2
#If there is space, add to list of rooms
if canPlace==1:
temp=[ll,ww,xpos,ypos]
self.roomList.append(temp)
for j in range(ll+2): #Then build walls
for k in range(ww+2):
self.mapArr[(ypos-1)+j][(xpos-1)+k]=2
for j in range(ll): #Then build floor
for k in range(ww):
self.mapArr[ypos+j][xpos+k]=0
return canPlace #Return whether placed is true/false
def makeExit(self,rn):
"""Pick random wall and random point along that wall"""
room=self.roomList[rn]
while True:
rw=randrange(4)
if rw==0: #North wall
rx=randrange(room[1])+room[2]
ry=room[3]-1
rx2=rx
ry2=ry-1
elif rw==1: #East wall
ry=randrange(room[0])+room[3]
rx=room[2]+room[1]
rx2=rx+1
ry2=ry
elif rw==2: #South wall
rx=randrange(room[1])+room[2]
ry=room[3]+room[0]
rx2=rx
ry2=ry+1
elif rw==3: #West wall
ry=randrange(room[0])+room[3]
rx=room[2]-1
rx2=rx-1
ry2=ry
if self.mapArr[ry][rx]==2: #If space is a wall, exit
break
return rx,ry,rx2,ry2,rw
def makePortal(self,px,py):
"""Create doors in walls"""
ptype=randrange(100)
if ptype>90: #Secret door
self.mapArr[py][px]=5
return
elif ptype>75: #Closed door
self.mapArr[py][px]=4
return
elif ptype>40: #Open door
self.mapArr[py][px]=3
return
else: #Hole in the wall
self.mapArr[py][px]=0
def joinCorridor(self,cno,xp,yp,ed,psb):
"""Check corridor endpoint and make an exit if it links to another room"""
cArea=self.roomList[cno]
if xp!=cArea[2] or yp!=cArea[3]: #Find the corridor endpoint
endx=xp-(cArea[1]-1)
endy=yp-(cArea[0]-1)
else:
endx=xp+(cArea[1]-1)
endy=yp+(cArea[0]-1)
checkExit=[]
if ed==0: #North corridor
if endx>1:
coords=[endx-2,endy,endx-1,endy]
checkExit.append(coords)
if endy>1:
coords=[endx,endy-2,endx,endy-1]
checkExit.append(coords)
if endx<self.size_x-2:
coords=[endx+2,endy,endx+1,endy]
checkExit.append(coords)
elif ed==1: #East corridor
if endy>1:
coords=[endx,endy-2,endx,endy-1]
checkExit.append(coords)
if endx<self.size_x-2:
coords=[endx+2,endy,endx+1,endy]
checkExit.append(coords)
if endy<self.size_y-2:
coords=[endx,endy+2,endx,endy+1]
checkExit.append(coords)
elif ed==2: #South corridor
if endx<self.size_x-2:
coords=[endx+2,endy,endx+1,endy]
checkExit.append(coords)
if endy<self.size_y-2:
coords=[endx,endy+2,endx,endy+1]
checkExit.append(coords)
if endx>1:
coords=[endx-2,endy,endx-1,endy]
checkExit.append(coords)
elif ed==3: #West corridor
if endx>1:
coords=[endx-2,endy,endx-1,endy]
checkExit.append(coords)
if endy>1:
coords=[endx,endy-2,endx,endy-1]
checkExit.append(coords)
if endy<self.size_y-2:
coords=[endx,endy+2,endx,endy+1]
checkExit.append(coords)
for xxx,yyy,xxx1,yyy1 in checkExit: #Loop through possible exits
if self.mapArr[yyy][xxx]==0: #If joins to a room
if randrange(100)<psb: #Possibility of linking rooms
self.makePortal(xxx1,yyy1)
def finalJoins(self):
"""Final stage, loops through all the corridors to see if any can be joined to other rooms"""
for x in self.cList:
self.joinCorridor(x[0],x[1],x[2],x[3],10)
# ----------------------------------------------------------------------------
# Main
# ----------------------------------------------------------------------------
startx=20 # map width
starty=10 # map height
themap= dMap()
themap.makeMap(startx,starty,110,50,60)
for y in range(starty):
line = ""
for x in range(startx):
if themap.mapArr[y][x]==0:
line += "."
if themap.mapArr[y][x]==1:
line += " "
if themap.mapArr[y][x]==2:
line += "#"
if themap.mapArr[y][x]==3 or themap.mapArr[y][x]==4 or themap.mapArr[y][x]==5:
line += "="
print line