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map.py
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import libtcodpy as libtcod
# Constants
MAP_WIDTH = 80
MAP_HEIGHT = 45
ROOM_MAX_SIZE = 10
ROOM_MIN_SIZE = 6
MAX_ROOMS = 30
#Global variables
global map, fov_map, startx, starty, endx, endy, rooms
class Tile:
#a tile of the map and its properties
def __init__(self, blocked, block_sight = None):
self.blocked = blocked
self.explored = False
#by default, if a tile is blocked, it also blocks sight
if block_sight is None: block_sight = blocked
self.block_sight = block_sight
class Rect:
#a rectangle on the map. used to characterize a room.
def __init__(self, x, y, w, h):
self.x1 = x
self.y1 = y
self.x2 = x + w
self.y2 = y + h
def center(self):
center_x = (self.x1 + self.x2) / 2
center_y = (self.y1 + self.y2) / 2
return (center_x, center_y)
def intersect(self, other):
#returns true if this rectangle intersects with another one
return (self.x1 <= other.x2 and self.x2 >= other.x1 and self.y1 <= other.y2 and self.y2 >= other.y1)
def init_fov():
global fov_map, map
fov_map = libtcod.map_new(MAP_WIDTH, MAP_HEIGHT)
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
libtcod.map_set_properties(fov_map, x, y, not map[x][y].block_sight, not map[x][y].blocked)
def make_map():
global map, startx, starty, endx, endy, rooms
#fill map with "blocked" tiles
map = [[ Tile(True)
for y in range(MAP_HEIGHT) ]
for x in range(MAP_WIDTH) ]
#draw rooms
rooms = []
num_rooms = 0
for r in range(MAX_ROOMS):
#random width and height
w = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
h = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
#random position without going out of the boundaries of the map
x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1)
y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1)
#"Rect" class makes rectangles easier to work with
new_room = Rect(x, y, w, h)
#run through the other rooms and see if they intersect with this one
failed = False
for other_room in rooms:
if new_room.intersect(other_room):
failed = True
break
if not failed:
#this means there are no intersections, so this room is valid
#"paint" it to the map's tiles
create_room(new_room)
#center coordinates of new room, will be useful later
(new_x, new_y) = new_room.center()
if num_rooms == 0:
#this is the first room, where the player starts at
startx = new_x
starty = new_y
else:
#all rooms after the first:
#connect it to the previous room with a tunnel
#center coordinates of previous room
(prev_x, prev_y) = rooms[num_rooms-1].center()
#draw a coin (random number that is either 0 or 1)
if libtcod.random_get_int(0, 0, 1) == 1:
#first move horizontally, then vertically
create_h_tunnel(prev_x, new_x, prev_y)
create_v_tunnel(prev_y, new_y, new_x)
else:
#first move vertically, then horizontally
create_v_tunnel(prev_y, new_y, prev_x)
create_h_tunnel(prev_x, new_x, new_y)
#finally, append the new room to the list
rooms.append(new_room)
num_rooms += 1
end_room = rooms[len(rooms)-1]
(endx, endy) = end_room.center()
def create_room(room):
global map
#go through the tiles in the rectangle and make them passable
for x in range(room.x1 + 1, room.x2):
for y in range(room.y1 + 1, room.y2):
map[x][y].blocked = False
map[x][y].block_sight = False
def create_h_tunnel(x1, x2, y):
global map
for x in range(min(x1, x2), max(x1, x2) + 1):
map[x][y].blocked = False
map[x][y].block_sight = False
def create_v_tunnel(y1, y2, x):
global map
#vertical tunnel
for y in range(min(y1, y2), max(y1, y2) + 1):
map[x][y].blocked = False
map[x][y].block_sight = False