Archipelago/worlds/ladx/LADXR/mapgen/map.py

232 lines
7.8 KiB
Python

import random
from .tileset import solid_tiles, open_tiles
from ..locations.items import *
PRIMARY_ITEMS = [POWER_BRACELET, SHIELD, BOW, HOOKSHOT, MAGIC_ROD, PEGASUS_BOOTS, OCARINA, FEATHER, SHOVEL, MAGIC_POWDER, BOMB, SWORD, FLIPPERS, SONG1]
SECONDARY_ITEMS = [BOOMERANG, RED_TUNIC, BLUE_TUNIC, MAX_POWDER_UPGRADE, MAX_BOMBS_UPGRADE, MAX_ARROWS_UPGRADE, GEL]
HORIZONTAL = 0
VERTICAL = 1
class RoomEdge:
def __init__(self, direction):
self.__solid = False
self.__open_range = None
self.direction = direction
self.__open_min = 2 if direction == HORIZONTAL else 1
self.__open_max = 8 if direction == HORIZONTAL else 7
def force_solid(self):
self.__open_min = -1
self.__open_max = -1
self.__open_range = None
self.__solid = True
def set_open_min(self, value):
if self.__open_min < 0:
return
self.__open_min = max(self.__open_min, value)
def set_open_max(self, value):
if self.__open_max < 0:
return
self.__open_max = min(self.__open_max, value)
def set_solid(self):
self.__open_range = None
self.__solid = True
def can_open(self):
return self.__open_min > -1
def set_open(self):
cnt = random.randint(1, self.__open_max - self.__open_min)
if random.randint(1, 100) < 50:
cnt = 1
offset = random.randint(self.__open_min, self.__open_max - cnt)
self.__open_range = (offset, offset + cnt)
self.__solid = False
def is_solid(self):
return self.__solid
def get_open_range(self):
return self.__open_range
def seed(self, wfc, x, y):
for offset, cell in self.__cells(wfc, x, y):
if self.__open_range and self.__open_range[0] <= offset < self.__open_range[1]:
cell.init_options.intersection_update(open_tiles)
elif self.__solid:
cell.init_options.intersection_update(solid_tiles)
def __cells(self, wfc, x, y):
if self.direction == HORIZONTAL:
for n in range(1, 9):
yield n, wfc.cell_data[(x + n, y)]
else:
for n in range(1, 7):
yield n, wfc.cell_data[(x, y + n)]
class RoomInfo:
def __init__(self, x, y):
self.x = x
self.y = y
self.tileset_id = "basic"
self.room_type = None
self.tiles = None
self.edge_left = None
self.edge_up = None
self.edge_right = RoomEdge(VERTICAL)
self.edge_down = RoomEdge(HORIZONTAL)
self.room_left = None
self.room_up = None
self.room_right = None
self.room_down = None
self.locations = []
self.entities = []
def __repr__(self):
return f"Room<{self.x} {self.y}>"
class Map:
def __init__(self, w, h, tilesets):
self.w = w
self.h = h
self.tilesets = tilesets
self.__rooms = [RoomInfo(x, y) for y in range(h) for x in range(w)]
for x in range(w):
for y in range(h):
room = self.get(x, y)
if x == 0:
room.edge_left = RoomEdge(VERTICAL)
else:
room.edge_left = self.get(x - 1, y).edge_right
if y == 0:
room.edge_up = RoomEdge(HORIZONTAL)
else:
room.edge_up = self.get(x, y - 1).edge_down
if x > 0:
room.room_left = self.get(x - 1, y)
if x < w - 1:
room.room_right = self.get(x + 1, y)
if y > 0:
room.room_up = self.get(x, y - 1)
if y < h - 1:
room.room_down = self.get(x, y + 1)
for x in range(w):
self.get(x, 0).edge_up.set_solid()
self.get(x, h-1).edge_down.set_solid()
for y in range(h):
self.get(0, y).edge_left.set_solid()
self.get(w-1, y).edge_right.set_solid()
def __iter__(self):
return iter(self.__rooms)
def get(self, x, y) -> RoomInfo:
assert 0 <= x < self.w and 0 <= y < self.h, f"{x} {y}"
return self.__rooms[x + y * self.w]
def get_tile(self, x, y):
return self.get(x // 10, y // 8).tiles[(x % 10) + (y % 8) * 10]
def get_item_pool(self):
item_pool = {}
for room in self.__rooms:
for location in room.locations:
print(room, location.get_item_pool(), location.__class__.__name__)
for k, v in location.get_item_pool().items():
item_pool[k] = item_pool.get(k, 0) + v
unmapped_count = item_pool.get(None, 0)
del item_pool[None]
for item in PRIMARY_ITEMS:
if item not in item_pool:
item_pool[item] = 1
unmapped_count -= 1
while item_pool[POWER_BRACELET] < 2:
item_pool[POWER_BRACELET] = item_pool.get(POWER_BRACELET, 0) + 1
unmapped_count -= 1
while item_pool[SHIELD] < 2:
item_pool[SHIELD] = item_pool.get(SHIELD, 0) + 1
unmapped_count -= 1
assert unmapped_count >= 0
for item in SECONDARY_ITEMS:
if unmapped_count > 0:
item_pool[item] = item_pool.get(item, 0) + 1
unmapped_count -= 1
# Add a heart container per 10 items "spots" left.
heart_piece_count = unmapped_count // 10
unmapped_count -= heart_piece_count * 4
item_pool[HEART_PIECE] = item_pool.get(HEART_PIECE, 0) + heart_piece_count * 4
# Add the rest as rupees
item_pool[RUPEES_50] = item_pool.get(RUPEES_50, 0) + unmapped_count
return item_pool
def dump(self):
for y in range(self.h):
for x in range(self.w):
if self.get(x, y).edge_right.is_solid():
print(" |", end="")
elif self.get(x, y).edge_right.get_open_range():
print(" ", end="")
else:
print(" ?", end="")
print()
for x in range(self.w):
if self.get(x, y).edge_down.is_solid():
print("-+", end="")
elif self.get(x, y).edge_down.get_open_range():
print(" +", end="")
else:
print("?+", end="")
print()
print()
class MazeGen:
UP = 0x01
DOWN = 0x02
LEFT = 0x04
RIGHT = 0x08
def __init__(self, the_map: Map):
self.map = the_map
self.visited = set()
self.visit(0, 0)
def visit(self, x, y):
self.visited.add((x, y))
neighbours = self.get_neighbours(x, y)
while any((x, y) not in self.visited for x, y, d in neighbours):
x, y, d = random.choice(neighbours)
if (x, y) not in self.visited:
if d == self.RIGHT and self.map.get(x, y).edge_left.can_open():
self.map.get(x, y).edge_left.set_open()
elif d == self.LEFT and self.map.get(x, y).edge_right.can_open():
self.map.get(x, y).edge_right.set_open()
elif d == self.DOWN and self.map.get(x, y).edge_up.can_open():
self.map.get(x, y).edge_up.set_open()
elif d == self.UP and self.map.get(x, y).edge_down.can_open():
self.map.get(x, y).edge_down.set_open()
self.visit(x, y)
def get_neighbours(self, x, y):
neighbours = []
if x > 0:
neighbours.append((x - 1, y, self.LEFT))
if x < self.map.w - 1:
neighbours.append((x + 1, y, self.RIGHT))
if y > 0:
neighbours.append((x, y - 1, self.UP))
if y < self.map.h - 1:
neighbours.append((x, y + 1, self.DOWN))
return neighbours