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mapa.py
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import logging
import random
from enum import IntEnum
from consts import Direction, Tiles, VITAL_SPACE, MIN_CORRIDOR_LEN
logger = logging.getLogger("Map")
logger.setLevel(logging.INFO)
class Map:
def __init__(
self,
level=1,
rocks=None,
size=(VITAL_SPACE + 10, VITAL_SPACE + 10),
mapa=None,
enemies_spawn=None,
empty=False,
):
assert size[0] > VITAL_SPACE + 9
assert size[1] > VITAL_SPACE + 9
self._level = level
self._size = size
self.hor_tiles = size[0]
self.ver_tiles = size[1]
self._rocks = rocks
self._digged = []
if enemies_spawn:
self._enemies_spawn = enemies_spawn
else:
self._enemies_spawn = []
if not mapa:
logger.info("Generating a MAP")
self.map = [[Tiles.STONE] * self.ver_tiles for i in range(self.hor_tiles)]
for x in range(self.hor_tiles):
for y in range(self.ver_tiles):
if y in range(0, 2):
self.map[x][y] = Tiles.PASSAGE
elif x in [0, self.hor_tiles - 1] or y in [0, self.ver_tiles - 1]:
self.map[x][y] = Tiles.STONE
elif x % 2 == 0 and y % 2 == 0:
self.map[x][y] = Tiles.STONE
elif (
x >= VITAL_SPACE and y >= VITAL_SPACE and not empty
): # give dig dug some room
if random.randint(0, 100) > 70 + 25 / level:
self.map[x][y] = Tiles.STONE
# create caves for enemies
for e in range(self._level + 2):
if random.choice([True, False]):
# horizontal
line = random.randrange(VITAL_SPACE + 1, self.ver_tiles)
offset = random.randrange(0, self.hor_tiles - MIN_CORRIDOR_LEN)
for x in range(MIN_CORRIDOR_LEN):
self.map[offset + x][line] = Tiles.PASSAGE
self._enemies_spawn.append((offset, line))
logger.debug(f"Spawn enemy at ({offset}, {line})")
else:
# vertical
column = random.randrange(0, self.hor_tiles)
offset = random.randrange(3, self.ver_tiles - MIN_CORRIDOR_LEN)
for y in range(MIN_CORRIDOR_LEN):
self.map[column][offset + y] = Tiles.PASSAGE
self._enemies_spawn.append((column, offset))
logger.debug(f"Spawn enemy at ({column}, {offset})")
# create rocks
if not self._rocks:
self._rocks = []
for r in range(self._level):
x, y = random.randrange(0, self.hor_tiles), random.randrange(
VITAL_SPACE + 1, self.ver_tiles - VITAL_SPACE
)
while self.map[x][y] != Tiles.STONE:
x, y = random.randrange(0, self.hor_tiles), random.randrange(
VITAL_SPACE + 1, self.ver_tiles - VITAL_SPACE
)
self._rocks.append((x, y))
else:
logger.info("Loading MAP")
self.map = mapa
self._digdug_spawn = (1, 1) # Always true
def __getstate__(self):
return self.map
def __setstate__(self, state):
self.map = state
@property
def size(self):
return self._size
@property
def level(self):
return self._level
@level.setter
def level(self, level):
self._level = level
@property
def digdug_spawn(self):
return self._digdug_spawn
@property
def enemies_spawn(self):
return self._enemies_spawn
@property
def rocks_spawn(self):
return self._rocks
@property
def digged(self):
return self._digged
def get_tile(self, pos):
x, y = pos
return self.map[x][y]
def dig(self, pos):
x, y = pos
if self.map[x][y] == Tiles.STONE:
self.map[x][y] = Tiles.PASSAGE
self._digged.append((x, y))
def is_blocked(self, pos, traverse):
x, y = pos
if x not in range(self.hor_tiles) or y not in range(self.ver_tiles):
return True
if self.map[x][y] == Tiles.PASSAGE:
return False
if self.map[x][y] == Tiles.STONE:
if traverse:
return False
else:
return True
assert False, "Unknown tile type"
def calc_pos(self, cur, direction: Direction, traverse=True):
cx, cy = cur
npos = cur
if direction == Direction.NORTH:
npos = cx, cy - 1
if direction == Direction.WEST:
npos = cx - 1, cy
if direction == Direction.SOUTH:
npos = cx, cy + 1
if direction == Direction.EAST:
npos = cx + 1, cy
# test blocked
if self.is_blocked(npos, traverse):
return cur
return npos