diff options
author | Diego Roversi <diegor@tiscali.it> | 2020-05-23 09:56:38 +0200 |
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committer | Diego Roversi <diegor@tiscali.it> | 2020-05-23 09:56:38 +0200 |
commit | 0069108a2cd7129387c940bd642a46fae5e7e8d2 (patch) | |
tree | 63619e47f73d7481111b2280d32f6a0d9a9db485 /bubbob | |
parent | d1b895d07747fc102a056b1f81895bbbeb0236ff (diff) |
removed some file that should not be in git
Diffstat (limited to 'bubbob')
-rw-r--r-- | bubbob/levels/rnglevel | 1282 |
1 files changed, 0 insertions, 1282 deletions
diff --git a/bubbob/levels/rnglevel b/bubbob/levels/rnglevel deleted file mode 100644 index 7a3186b..0000000 --- a/bubbob/levels/rnglevel +++ /dev/null @@ -1,1282 +0,0 @@ -from random import * -from math import * - -import boarddef -from boarddef import LNasty, LMonky, LGhosty, LFlappy -from boarddef import LSpringy, LOrcy, LGramy, LBlitzy -from boarddef import RNasty, RMonky, RGhosty, RFlappy -from boarddef import RSpringy, ROrcy, RGramy, RBlitzy - -def cmp(a, b): - return (a > b) - (a < b) - -def flat(mean,var): - return randrange(mean-var,mean+var+1) - -def dice(n,sides,orig=1): - result = 0 - for i in range(n): - result += orig+randrange(sides) - return result - -def fish(mu): - def fact(n): - r = 1. - for i in range(1,n+1): - r *= i - return r - scale = fact(0)/exp(-mu) - dens = [] - while 1: - x = len(dens) - dens.append(int(scale*exp(-mu)*pow(mu,x)/fact(x)+0.5)) - if x > mu and dens[-1] == 0: - break - table = [] - x = 0 - for d in dens: - for i in range(d): - table.append(x) - x += 1 - return choice(table) - - -class RandomLevel(boarddef.Level): - WIDTH = 32 - HEIGHT = 28 - MAXTRY = 1000 - # parameters of the 'mess generator' - # mess_prob : the probability that a cell turn into a wall - - def __init__(self,num): - if hasattr(self.__class__, 'walls'): - #print 'Reusing previously generated level' - #print self.__class__.walls - self.walls = self.__class__.walls - boarddef.Level.__init__(self,num) - return - - #print 'Generating a new level' - self.reset(fill=False) - - self.windmap = [ [' ' for x in range(self.WIDTH)] for y in range(self.HEIGHT) ] - - if hasattr(self, 'auto'): - self.generate() - self.do_bonuses() - - for gw in self.genwalls: - gw[0](self,*gw[1:]) - - if hasattr(self, 'mlist'): - self.do_monsters() - - self.dig_vertical_walls() - self.do_walls() - self.walls = self.__class__.walls - #print self.walls - - self.do_winds() - self.winds = self.__class__.winds - - boarddef.Level.__init__(self,num) - - def reset(self, fill=False): - if fill: - w = '#' - f = 0 - else: - w = ' ' - f = 1 - # map for the walls - self.wmap = [ [w for x in range(self.WIDTH)] for y in range(self.HEIGHT) ] - # map of the free cells - self.fmap = [ [f for x in range(self.WIDTH)] for y in range(self.HEIGHT) ] - - def setw(self,x,y,c='#'): - if x > self.WIDTH-1 or x < 0 or y > self.HEIGHT-1 or y < 0: - return - if self.fmap[y][x]: - self.wmap[y][x] = c - self.fmap[y][x] = 0 - - def getw(self,x,y): - if x > self.WIDTH-1 or x < 0 or y > self.HEIGHT-1 or y < 0: - return '#' - return self.wmap[y][x] - - def clrw(self,x,y): - if x > self.WIDTH-1 or x < 0 or y > self.HEIGHT-1 or y < 0: - return - self.wmap[y][x] = ' ' - self.fmap[y][x] = 1 - - def lockw(self,x,y,c=0): - if x > self.WIDTH-1 or x < 0 or y > self.HEIGHT-1 or y < 0: - return - self.fmap[y][x] = c - - def setwind(self,x,y,c=' '): - if x > self.WIDTH-1 or x < 0 or y > self.HEIGHT-1 or y < 0: - return - self.windmap[y][x] = c - - def getwind(self,x,y): - if x > self.WIDTH-1 or x < 0 or y > self.HEIGHT-1 or y < 0: - return ' ' - return self.windmap[y][x] - - def wind_rect(self,x,y,w,h,ccw=0): - "Set a wind in a rectangle which will move the bubbles cw or ccw" - if w < 1 or h < 1: - return - if ccw == 1: - for dx in range(w): - self.setwind(x+dx+1, y, '<') - self.setwind(x+dx, y+h, '>') - for dy in range(h): - self.setwind(x, y+dy, 'v') - self.setwind(x+w, y+dy+1, '^') - else: - for dx in range(w): - self.setwind(x+dx, y, '>') - self.setwind(x+dx+1, y+h, '<') - for dy in range(h): - self.setwind(x, y+dy+1, '^') - self.setwind(x+w, y+dy, 'v') - - def mirror(self): - "Mirror the level vertically." - for y in range(self.HEIGHT): - for x in range(self.WIDTH//2): - self.wmap[y][x] = self.wmap[y][self.WIDTH-x-1] - - def dig_well_until_space(self, x=1, yadj=1): - "Digs a well either up or down and stops when it encounters first empty wall space." - if yadj == 1: - y = 0 - else: - yadj = -1 - y = self.HEIGHT-1 - while (y < self.HEIGHT) and (y >= 0): - self.clrw(x,y) - self.clrw(x+1,y) - y += yadj - if ((self.getw(x,y) == ' ') and (self.getw(x+1,y) == ' ')): - break - - def enlarge_tiny_holes(self): - "Makes one-block size holes wider." - for x in range(self.WIDTH): - for y in range(self.HEIGHT): - if self.wmap[y][x] == ' ': - single = 0 - for dx in range(x-1,x+2): - for dy in range(y-1,y+2): - if self.getw(dy,dx) == '#': - single = single + 1 - if single == 8: - if x > (self.WIDTH // 2): - self.clrw(x-1,y) - else: - self.clrw(x+1,y) - - def make_space(self, gens=-1): - "Removes walls from a level, to make it more playable." - if gens == -1: - gens = randint(0,62)+1 - if gens & 1: # top - for x in range(self.WIDTH): - self.clrw(x,1) - if random() < 0.5: - self.clrw(x,2) - if gens & 2: # bottom - for x in range(self.WIDTH): - self.clrw(x,self.HEIGHT-1) - if random() < 0.5: - self.clrw(x,self.HEIGHT-2) - if gens & 4: # middle - y = randint(0,self.HEIGHT//10) + (self.HEIGHT//2) - for x in range(self.WIDTH): - self.clrw(x,y) - if random() < 0.5: - self.clrw(x,y-1) - if random() < 0.5: - self.clrw(x,y+1) - if gens & 8: # left - x = randint(0,self.WIDTH//4) - self.dig_well_until_space(x, 1) - self.dig_well_until_space(x, -1) - if gens & 16: # right - x = randint(0,self.WIDTH//4) - self.dig_well_until_space(self.WIDTH-x-2, 1) - self.dig_well_until_space(self.WIDTH-x-2, -1) - if gens & 32: # center - self.dig_well_until_space(self.WIDTH//2, 1) - self.dig_well_until_space(self.WIDTH//2, -1) - - def generate_wind1(self, rndchoice=1, choices=[' ',' ',' ','x','>','<','^','^','v'], xsize=-1,ysize=-1): - """Makes a random wind pattern. Parameters: - 0: if 1=randomly select from choices, else select in order - 1: a list of the choices that are allowed. - 2: horizontal size of wind blocks - 3: vertical size of wind blocks - """ - choicenum = 0 - if xsize == -1: - xsize = randint(1, self.WIDTH) - if ysize == -1: - ysize = randint(1, self.HEIGHT) - if xsize < 1: - xsize = 1 - elif xsize > self.WIDTH: - xsize = self.WIDTH - if ysize < 1: - ysize = 1 - elif ysize > self.HEIGHT: - ysize = self.HEIGHT - for x in range((self.WIDTH//xsize)+1): - for y in range((self.HEIGHT//ysize)+1): - if rndchoice == 1: - wdir = choice(choices) - else: - wdir = choices[choicenum] - choicenum = (choicenum + 1) % len(choices) - for dx in range(xsize+1): - for dy in range(ysize+1): - self.setwind(x*xsize+dx,y*ysize+dy,wdir) - # make sure that the special bubbles can come into screen - for x in range(self.WIDTH): - self.setwind(x, 0, ' ') - self.setwind(x, self.HEIGHT-1, ' ') - - def wind_sidewalls(self): - """Make sure the left and side walls have updraft next to them - """ - for y in range(self.HEIGHT): - self.setwind(0,y,'^') - self.setwind(self.WIDTH-1,y,'^') - - def wind_wallblocking(self, winddirs): - """Sets up wind depending on the number of walls around each place. - winddirs is an array of 16 wind chars. - directions with walls count as: 1=N, 2=E, 4=S, 8=W - 16th place is used if there is wall at the position. - """ - for x in range(self.WIDTH): - for y in range(self.HEIGHT): - walld = 0 - if self.getw(x,y) == '#': - walld = 16 - else: - if self.getw(x,y-1) == '#': - walld = walld + 1 - if self.getw(x+1,y) == '#': - walld = walld + 2 - if self.getw(x,y+1) == '#': - walld = walld + 4 - if self.getw(x-1,y) == '#': - walld = walld + 8 - wnd = winddirs[walld] - self.setwind(x,y,wnd) - - def wind_wallblocking256(self, winddirs): - """Sets up wind depending on the number of walls around each position. - winddirs is an array of 257 wind chars (one of ' x<>^v-'), where '-' means - to use '>' or '<', pointing towards center of level. - directions with walls count as: 1=N, 2=NE, 4=E, 8=SE, 16=S, 32=SW, 64=W, 128=NW - 257th place is use if there is wall at the position. - """ - mdirs = [(0, -1), (1, -1), (1, 0), (1, 1), (0, 1), (-1, 1), (-1, 0), (-1, -1)] - for x in range(self.WIDTH): - for y in range(self.HEIGHT): - windd = 0 - if self.getw(x,y) == '#': - windd = 256 - else: - for d in range(8): - dx = x + mdirs[d][0] - dy = y + mdirs[d][1] - if self.getw(dx, dy) == '#': - windd = (1 << d) - wd = choice(winddirs[windd]) - if wd == '-': - if x < self.WIDTH // 2: - wd = '>' - else: - wd = '<' - self.setwind(x,y, wd) - - def generate_wind(self, gens = -1): - """Chooses one of the wind pattern generators and uses that to generate the winds. - 0: choose what generator to use. - """ - if gens == -1: - gens = choice([1,1,2,3,4,4,4,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19]) - if gens == 1: # totally random pattern - self.generate_wind1() - elif gens == 2: # wind "layers" - self.generate_wind1(0, ['x','^','^','^'],self.WIDTH,1) - self.wind_sidewalls() - elif gens == 3: # "wiggly" winds - self.generate_wind1(1, ['^','<','^','>'],1,1) - self.wind_sidewalls() - elif gens == 4: # "normal" wind pattern - self.wind_sidewalls() - dx = (self.WIDTH//2) - if random() < 0.7: - dy = 1 # usual height where bubbles collect - else: - dy = randint(1, self.HEIGHT-1) - for x in range(dx-3, dx+3): - self.setwind(x,dy,'x') - for x in range(dx-2): - self.setwind(x,dy,'>') - self.setwind(self.WIDTH-x-1,dy,'<') - elif gens == 5: # bubbles are stopped by horizontal walls - self.wind_sidewalls() - for x in range(self.WIDTH): - for y in range(self.HEIGHT-2): - if self.getw(x,y) == '#': - if self.getw(x,y+1) == ' ': - self.setwind(x,y+1,'x') - elif gens == 6: # bubbles move next the walls, rotating cw or ccw - if random() < 0.5: #clockwise - winddirs = [' ','>','v','v','<',' ','<','<','^','>',' ','v','^','>','^','x','x'] - else: - winddirs = [' ','<','^','<','>',' ','^','<','v','v',' ','v','>','>','^','x','x'] - self.wind_wallblocking(winddirs) - elif gens == 7: # bubbles move up in column(s) that zig-zag left and right - wid = choice([self.WIDTH, randint(2, self.WIDTH), randint(2, self.WIDTH)]) - xofs = (self.WIDTH % wid) // 2 - ofs = choice([0,1]) - for dx in range(0, self.WIDTH-wid+1, wid): - for x in range(wid): - for y in range(self.HEIGHT): - if (y+ofs) & 1: - self.setwind(x+dx+xofs,y,'<') - if x == 0: - self.setwind(x+dx+xofs,y,'^') - else: - self.setwind(x+dx+xofs,y,'>') - if x == wid-1: - self.setwind(x+dx+xofs,y,'^') - elif gens == 8: # bubbles move towards the map centerline at random height - for x in range(self.WIDTH): - y = randint(1, self.HEIGHT-1) - if x < (self.WIDTH//2): - self.setwind(x,y,'>') - else: - self.setwind(x,y,'<') - self.setwind(x,0,'v') - self.setwind(x,self.HEIGHT-1,'^') - for y in range(self.HEIGHT): - self.setwind(self.WIDTH//2,y,'x') - elif gens == 9: # bubbles move towards the side walls at random height - for x in range(self.WIDTH): - y = randint(1, self.HEIGHT-1) - if y & 1: - self.setwind(x,y,'>') - else: - self.setwind(x,y,'<') - self.setwind(x,0,'v') - self.setwind(x,self.HEIGHT-1,'^') - for y in range(self.HEIGHT): - self.setwind(0,y,'x') - self.setwind(self.WIDTH-1,y,'x') - elif gens == 10: # bubbles move up-down - ofs = choice([0,1]) - dir_l = choice(['>', '>', '<']) - dir_r = choice(['<', '<', '>']) - for x in range(self.WIDTH): - if x < (self.WIDTH // 2): - self.setwind(x, 0, dir_r) - self.setwind(x,self.HEIGHT-1,dir_l) - else: - self.setwind(x, 0, dir_l) - self.setwind(x,self.HEIGHT-1,dir_r) - for x in range(self.WIDTH): - for y in range(self.HEIGHT): - if (x+ofs) & 1: - self.setwind(x,y+1,'^') - else: - self.setwind(x,y-1,'v') - elif gens == 11: # bubbles rotate - self.wind_sidewalls() - for z in range(20): - wid = randint(2,self.WIDTH//2) - hei = randint(2,self.HEIGHT//2) - y = randint(1, self.HEIGHT - hei - 1) - x = randint(1, self.WIDTH - wid - 1) - ok = 1 - for dx in range(wid): - if self.getwind(x+dx+1, y) != ' ': - ok = 0 - if self.getwind(x+dx, y+hei) != ' ': - ok = 0 - for dy in range(hei): - if self.getwind(x, y+dy) != ' ': - ok = 0 - if self.getwind(x+wid, y+dy+1) != ' ': - ok = 0 - if ok == 1: - self.wind_rect(x,y,wid,hei, random() < 0.5) - elif gens == 12: # bubbles gravitate towards a certain spot - dx = randint(1,self.WIDTH-1) - dy = randint(1,self.HEIGHT-1) - for x in range(self.WIDTH): - for y in range(self.HEIGHT): - ax = abs(dx - x) - ay = abs(dy - y) - sx = cmp(dx - x, 0) - sy = cmp(dy - y, 0) - winds = [' ',' ',' '] - if ax < 2 and ay < 2: - winds = ['x'] - else: - if sx < 0: - winds += ['<'] - elif sx > 0: - winds += ['>'] - else: - if sy > 0: - winds = ['v'] - elif sy < 0: - winds = ['^'] - else: - winds = ['x'] - if sy < 0: - winds += ['^'] - elif sy > 0: - winds += ['v'] - else: - if sx > 0: - winds = ['>'] - elif sx < 0: - winds = ['<'] - else: - winds = ['x'] - self.setwind(x,y,choice(winds)) - elif gens == 13: # bubbles stop at some random positions - self.generate_wind1(1, [' ',' ',' ',' ',' ',' ',' ','x'],1,1) - self.wind_sidewalls() - elif gens == 14: # bubbles move cw and ccw in alternating rectangles - m = max(self.WIDTH // 2, self.HEIGHT // 2) - cwofs = choice([0,1]) - thk = choice([1,1,2,2,3,4,randint(1,m//2)]) - for dx in range(m): - cw = ((dx // thk) + cwofs) % 2 - self.wind_rect(dx,dx, self.WIDTH-(dx*2), self.HEIGHT-(dx*2), cw) - elif gens == 15: # bubbles move cw or ccw in rectangles - m = max(self.WIDTH // 2, self.HEIGHT // 2) - cw = choice([0,1]) - for dx in range(m): - self.wind_rect(dx,dx, self.WIDTH-(dx*2), self.HEIGHT-(dx*2), cw) - elif gens == 16: - xs = randint(2, (self.WIDTH//2)-1) - ys = randint(2, (self.HEIGHT//2)-1) - rx = (self.WIDTH // xs) + 1 - ry = (self.HEIGHT // ys) + 1 - cwchanges = choice([0,0,0,0,0,0,0,0,1,1,1,1,2,2,3]) - if cwchanges == 0: - cw = random() < 0.5 - for x in range(rx): - if cwchanges == 1: - cw = random() < 0.5 - for y in range(ry): - if cwchanges == 2: - cw = random() < 0.5 - maxd = max((xs // 2), (ys // 2)) - for d in range(maxd): - if cwchanges == 3: - cw = random() < 0.5 - self.wind_rect(xs*x+d, ys*y+d, xs-2*d-1, ys-2*d-1, cw) - elif gens == 17: # bubbles bounce between walls - if random() < 0.5: # horizontal - winddirs = [' ',' ','<','<',' ',' ','<','<','>','>',' ',' ','>','>',' ',' ','x'] - else: # vertical - winddirs = [' ','v',' ','v','^',' ','^',' ',' ','v',' ','v','^',' ','^',' ','x'] - self.wind_wallblocking(winddirs) - elif gens == 18: # generate winds based on a random 3x3 matrix ruleset - winddirs = [] - for z in range(257): - winddirs.append(choice([' ',' ',' ','x','^','v','-'])) - winddirs[0] = ' ' - winddirs[256] = choice(['x',' ']) - self.wind_wallblocking256(winddirs) - elif gens == 19: # bubbles will move downwards in a zig-zag pattern - y = 0 - x1 = randint(0, self.WIDTH-1) - while y < self.HEIGHT: - x2 = randint(0, self.WIDTH-1) - if x1 < x2: - self.setwind(x1,y, '>') - else: - self.setwind(x1,y, '<') - dy = choice([1,1,1,2]) - self.setwind(x2,y, 'v') - y += dy - x1 = x2 - - def smooth(self, threshold, rev): - """Remove wall blocks that are surrounded by 4 empty places. - 0: probability which a wall cell is turned into space - 1: smooth away walls or smooth away empty spaces? - """ - # make a copy of self.wmap and adds '#' at the end of line, for - # the overflowing indexing below: [x-1] and [x+1] - tmpwmap = [ line + ['#'] for line in self.wmap ] - if rev == 0: - chr = ' ' - else: - chr = '#' - for x in range(self.WIDTH): - for y in range(1,self.HEIGHT-1): - count = 0 - if tmpwmap[y+1][x] == chr: - count = count + 1 - if tmpwmap[y-1][x] == chr: - count = count + 1 - if tmpwmap[y][x+1] == chr: - count = count + 1 - if tmpwmap[y][x-1] == chr: - count = count + 1 - if (count >= 4) and (random() < threshold): - if rev == 0: - self.clrw(x,y) - else: - self.setw(x,y) - - def mess(self, threshold): - """Random fill of the board with walls. - Only one argument, the probability that - a cell turns out to be a wall. - """ - for x in range(self.WIDTH): - for y in range(self.HEIGHT): - if random() < threshold: - self.setw(x,y) - - def zigzag_lr(self): - """Generate the level with random left-right zig-zags. - """ - first = 1 - self.reset(fill=False) - y = choice([0,0,2,3,3,4]) - while y < (self.HEIGHT-2): - if first == 1: - first = 0 - x1 = x2 = randint(2, self.WIDTH-3) - else: - x2 = randint(2, self.WIDTH-3) - while (x2 > (x1-3)) and (x2 < (x1+3)): - x2 = randint(2, self.WIDTH-3) - for dx in range(min(x1,x2+1), max(x1,x2+1)): - self.setw(dx,y) - dy = choice([2,2,3,3,3,4]) - for dy in range(dy+1): - self.setw(x2,y+dy) - y = y + dy - x1 = x2 - - def zigzag_ud(self): - """Generate the level with random up-down zig-zags. - """ - first = 1 - self.reset(fill=False) - x = -1 - while x < self.WIDTH: - if first == 1: - first = 0 - y1 = y2 = randint(2, self.HEIGHT-1) - else: - y2 = randint(2, self.HEIGHT-1) - while (y2 > (y1-2)) and (y2 < (y1+2)): - y2 = randint(2, self.HEIGHT-1) - for dy in range(min(y1,y2+1), max(y1,y2+1)): - self.setw(x,dy) - dx = choice([3,4,4,4,5,6]) - for dx in range(dx+1): - self.setw(x+dx,y2) - x = x + dx - y1 = y2 - - def zigzag(self): - """Generate a level with a random zig-zag form. - """ - if random() < 0.5: - self.zigzag_lr() - else: - self.zigzag_ud() - - def platforms(self, xxx_todo_changeme, xxx_todo_changeme1, full=1): - """Place random platforms. - args is a tuple with the following fields: - 0: a tuple containing the number of platforms and - the minum space between two platforms, - 1: a tuple indicating in order: - - the rng for the number of holes per platform - - the rng for the width of the holes, - 2: a flag indicating whether the platform should cross - the whole level or not. - """ - (nplat, space) = xxx_todo_changeme - (rng_holes, rng_width) = xxx_todo_changeme1 - plat = [] - for i in range(nplat): - ntry = 100 - while ntry: - y = randint(0,self.HEIGHT-1) - found = 0 - for old in plat: - if abs(old-y) <= space: - found = 1 - break - if not found: - plat.append(y) - break - ntry -= 1 - if not ntry: - continue # ignore platform - if full: - x = 0 - w = self.WIDTH - else: - x = randint(0,self.WIDTH-1) - w = randint(0,self.WIDTH-1) - s = choice([-1,1]) - if s == -1: - w = min(w,x) - x -= w - else: - w = min(w,self.WIDTH-x) - for x1 in range(x,x+w): - self.setw(x1,y) - for i in range(rng_holes()): - hx = randint(x,x+w) - hw = rng_width() - for h in range(hx-hw//2,hx+hw//2): - self.clrw(h,y) - - def remove_joined_blocks(self): - """Removes randomly placed, random sized blocks of walls. - The blocks are usually joined, or if not, they're offset so that - it's possible to move from one block to another by jumping. - """ - self.reset(fill=True) - nrooms = randint(1, 4) - while nrooms: - nrooms -= 1; - x = 0 - while x < self.WIDTH: - wid = randint(2,8) - hei = randint(2,6) - y = randint(2, self.HEIGHT - hei - 1) - for dx in range(wid): - for dy in range(hei): - self.clrw(x+dx, y+dy) - x += wid + choice([-2,-2,-1,-1,0]); - - def discrete_blocks(self, blocks = -1): - """Put certain size blocks randomly, but so that they don't touch each other. - """ - self.reset(fill=False) - if blocks == -1: - if random() < 0.75: - blocks = [(4,2),(2,4)] # CompactLevels, level 16 - if random() < 0.30: - blocks.append((2,2)) - if random() < 0.20: - blocks.append((6,2)) - if random() < 0.10: - blocks.append((8,2)) - else: - blocks = [] - while len(blocks) == 0: - for bz in range(10): - if random() < 0.3: - blocks.append((bz+1,1)) - ntry = 300 - while ntry: - ntry -= 1 - doput = 1 - block = choice(blocks) - wid = block[0] - hei = block[1] - x = randint(0,self.WIDTH-wid-2) - y = randint(1,self.HEIGHT-hei-3) - for dx in range(x,x+wid+2): - for dy in range(y,y+hei+2): - if self.getw(dx,dy) == '#': - doput = 0 - if doput: - for dx in range(x+1,x+wid+1): - for dy in range(y+1,y+hei+1): - self.setw(dx,dy) - - def lines(self, rng_len, nlines, rng_angle=None): - """Generate a set of lines in any direction. It takes three - arguments, a rng for the length the lines, the number of lines, - and a rng for the angle. - """ - if rng_angle is None: - rng_angle = lambda : choice([0]+[pi/i for i in range(3,21)]+[-pi/i for i in range(3,21)]) - for i in range(nlines): - len = rng_len() - angle = rng_angle() - ntry = self.MAXTRY - while ntry: - sx = randint(0,self.WIDTH-1) - sy = randint(0,self.HEIGHT-1) - dx = int(sx + len*cos(angle) + 0.5) - dy = int(sy + len*sin(angle) + 0.5) - if dx < self.WIDTH and dy < self.HEIGHT and dx >= 0 and dy >= 0: - break - ntry -= 1 - if ntry == 0: - break - if abs(dx-sx) > abs(dy-sy): - for x in range(dx-sx+1): - y = (2*(dy-sy)*x//(dx-sx)+1)//2 - self.setw(sx+x,sy+y) - else: - for y in range(dy-sy+1): - x = (2*(dx-sx)*y//(dy-sy)+1)//2 - self.setw(sx+x,sy+y) - - def rooms(self, rng_radius, rng_e, n_rooms): - """Generate rooms. It takes the following arguments: - 0: the rng for the radius of the room - 1: the rng for the excentricity of the room - 2: the number of rooms - """ - for i in range(n_rooms): - cx = randint(0,self.WIDTH-1) - cy = randint(0,self.HEIGHT-1) - r = rng_radius() - e = rng_e()*1.0 - left = cx-int(r*e+0.5) - right = cx+int(r*e+0.5) - top = cy-int(r/e+0.5) - bottom = cy+int(r/e+0.5) - for x in range(left,right+1): - self.setw(x,top) - self.setw(x,bottom) - for y in range(top,bottom+1): - self.setw(left,y) - self.setw(right,y) - for x in range(left+1,right): - for y in range(top+1,bottom): - self.lockw(x,y) - - def holes(self, rng_radius, rng_e, n_holes, rng_rect): - """Generate a set of holes in the level. It takes four args: - 0: the rng for the radius of the holes - 1: the rng for the excentricity of the holes - 2: the number of holes - 3: the rng for the shape of the hole 0 for circular, 1 for rectangular - """ - for i in range(n_holes): - cx = randint(0,self.WIDTH-1) - cy = randint(0,self.HEIGHT-1) - r = rng_radius() - e = rng_e()*1.0 - rect = rng_rect() - for x in range(cx-int(r*e+0.5),cx+int(r*e+0.5)+1): - for y in range(cy-int(r/e+0.5),cy+int(r/e+0.5)+1): - if not rect and (((x-cx)/e)**2+((y-cy)*e)**2) > r**2: - continue - self.clrw(x,y) - - def grids(self, horizchance, vertchance): - """Generate a level with a grid of horizontal and vertical lines - 0: gaussian chance of each horizontal line part - 1: gaussian chance of each vertical line part - """ - self.reset(fill=False) - xsize = choice([3,3,3,4,4,4,4,5,6]) - ysize = choice([2,3,3,4,4,4,4,5]) - xofs = choice([-1,0,1]) - yofs = choice([-1,0,1]) - for x in range((self.WIDTH//xsize)+1): - for y in range((self.HEIGHT//ysize)+1): - dx = x*xsize + xofs - dy = y*ysize + yofs - if gauss(0,1) > horizchance: - for i in range(0,xsize+1): - self.setw(dx+i,dy) - if gauss(0,1) > vertchance: - for i in range(0,ysize+1): - self.setw(dx,dy+i) - - def pegs(self, pegchance, posadj, thick): - """Generate a level by putting pegs - 0: gaussian level of a peg appearance - 1: gaussian level of peg position adjustment - """ - self.reset(fill=False) - xdist = choice([3,3,3,4,4,5]) # distance between pegs - ydist = choice([2,3,3,3,4,5]) # distance between pegs - if not thick: - xdist = xdist - randint(0,1) - ydist = ydist - randint(0,1) - xadj = randint(0,4) - 2 - yadj = randint(0,4) - 2 - for x in range(self.WIDTH // xdist): - for y in range(self.HEIGHT // ydist): - if gauss(0,1) > pegchance: - dx = x * xdist + xadj - dy = y * ydist + yadj - if gauss(0,1) > posadj: - dx = dx + randint(0,2) - 1 - dy = dy + randint(0,2) - 1 - self.setw(dx,dy) - if thick: - self.setw(dx+1,dy) - self.setw(dx,dy+1) - self.setw(dx+1,dy+1) - - def mondrian(self, x1=2,y1=2,x2=-1,y2=-1, horiz=-1, mindepth=3): - """Generate a level that looks a bit like a Piet Mondrian painting, or - different sized rectangles stacked on top of each other. - 0-3: the size of the area to be split - 4: whether the first split is horizontal or vertical - 5: minimum number of splits to do - """ - if horiz == -1: - horiz = choice([0,1]) - if x2 == -1: - x2 = self.WIDTH-2 - if y2 == -1: - y2 = self.HEIGHT-2 - if (abs(x2-x1) < 6) or (abs(y2-y1) < 5): - return - mindepth = mindepth - 1 - if horiz == 1: - horiz = 0 - dy = randint(y1+2,y2-2) - for dx in range(min(x1,x2),max(x1,x2)): - self.setw(dx,dy) - if (random() < 0.75) or (mindepth > 0): - self.mondrian(x1,y1,x2,dy, horiz, mindepth) - if (random() < 0.75) or (mindepth > 0): - self.mondrian(x1,dy,x2,y2, horiz, mindepth) - else: - horiz = 1 - dx = randint(x1+3,x2-3) - for dy in range(min(y1,y2),max(y1,y2)): - self.setw(dx,dy) - if (random() < 0.75) or (mindepth > 0): - self.mondrian(x1,y1,dx,y2, horiz, mindepth) - if (random() < 0.75) or (mindepth > 0): - self.mondrian(dx,y1,x2,y2, horiz, mindepth) - - def bouncers(self, length, diradj, rev): - """Generate a level using a down and left or right moving walker - 0: how many steps does the walker take - 1: gaussian level, how often to change moving from left to right - 2: fill empty level with wall or reverse? - """ - if rev == 0: - self.reset(fill=True) - else: - self.reset(fill=False) - x = randint(0,self.WIDTH-2) - y = randint(0,self.HEIGHT-2) - lorr = choice([1, -1]) # move left or right - for i in range(length): - if rev == 0: - self.clrw(x,y) - self.clrw(x+1,y) - self.clrw(x,y+1) - self.clrw(x+1,y+1) - else: - self.setw(x,y) - self.setw(x+1,y) - x = x + lorr - y = y + 1 - if y > self.HEIGHT: - y = 0 - if x > self.WIDTH - 2: - x = self.WIDTH - 2 - lorr = -lorr - elif x < 0: - x = 0 - lorr = -lorr - if gauss(0,1) > diradj: - lorr = -lorr - - - def walkers(self, length, minturn, maxturn, isbig): - """Generate a level with a walker - 0: length of the walker: how many steps it walks - 1: minimum length it walks straight, before turning - 2: maximum length it walks straight, before turning - 3: is the trail is 1 or 2 blocks high - """ - # We start from a full wall - self.reset(fill=True) - x = randint(0,self.WIDTH-2) - y = randint(0,self.HEIGHT-2) - dir = randint(0,4) - dlen = 0 - for i in range(length): - self.clrw(x,y) - self.clrw(x+1,y) - if isbig == 1: - self.clrw(x,y+1) - self.clrw(x+1,y+1) - dlen = dlen + 1 - if dir == 0: - x = x - 2 - if x < 0: - x = self.WIDTH-2 - elif dir == 1: - y = y - 1 - if y < 0: - y = self.HEIGHT - elif dir == 2: - x = x + 2 - if x > (self.WIDTH - 2): - x = 0 - else: - y = y + 1 - if y > self.HEIGHT: - y = 0 - if dlen > randint(minturn, maxturn): - # turn 90 degrees - dir = (dir + choice([1,3])) % 4 - dlen = 0 - - def rivers(self, n_flow, side_threshold, side_shift): - """Generate flow paths by digging a big wall. The arguments are: - 0: the number of parallel flow to dig in the wall - 1: side_threshold is a gausian level for doing a step aside - 2: side_shift is the maximal size of the side step. - """ - # We start from a full wall - self.reset(fill=True) - for x in [0, self.WIDTH-2]+[randint(3,self.WIDTH-5) for f in range(max(0, n_flow-2))]: - for y in range(self.HEIGHT): - self.clrw(x,y) - self.clrw(x+1,y) - g = gauss(0,1) - if abs(g) > side_threshold: - # We want to move aside, let's find which side is the best: - if self.WIDTH//4 < x < 3*self.WIDTH//4: - side = random() > 0.5 - t = random() - if t > x*4/self.WIDTH: - side = 1 - elif t > (self.WIDTH-x)*4/self.WIDTH: - side = -1 - side_step = randint(1,side_shift) - if side > 0: - for i in range(x+2, min(x+2+side_step,self.WIDTH-1)): - self.clrw(i,y) - x = max(0,min(x+side_step, self.WIDTH-2)) - else: - for i in range(max(x-side_step,0),x): - self.clrw(i,y) - x = max(x-side_step, 0) - - def platforms_reg(self): - """Generate random platforms at regular y-intervals. - """ - self.reset(fill=False) - yadjs = [-2,-1,0,0,0,0,0,0,0,0,1,2] - y = randint(2,4) - yinc = randint(2,6) - yincadj = choice(yadjs) - ymax = self.HEIGHT-choice([1,1,1,1,1,2,2,2,3,3,4])-1 - while y < ymax: - holes = randint(choice([0,1,1,1,1]),7) - for x in range(0, self.WIDTH): - self.setw(x,y) - for i in range(holes): - x = randint(0, self.WIDTH-2) - self.clrw(x,y) - self.clrw(x+1,y) - y = y + yinc - yinc = yinc + yincadj - if yinc < 2: - yinc = 2 - yincadj = choice(yadjs) - if yinc > 6: - yinc = 6 - yincadj = choice(yadjs) - - def startplatform(self): - "Make sure there's free space with wall underneath for dragon start positions" - hei = choice([1,1,1,2,2,3]) - lft = choice([0,1]) - wid = choice([3,3,3,4,5]) - for x in range(lft, wid): - self.setw(x,self.HEIGHT-1) - self.setw(self.WIDTH-x-1,self.HEIGHT-1) - for y in range(hei+1): - self.clrw(x,self.HEIGHT-2-y) - self.clrw(self.WIDTH-x-1,self.HEIGHT-2-y) - - def openstartway(self): - "Make sure there is a way from the starting position to the center of the level. Reduces player frustrations." - gen = choice([0,0,0,1]) - if gen == 0: # horizontal open space to middle of level - ypos = choice([1,1,1,1,1,2,2,3,4,randint(1,self.HEIGHT//2)]) - hei = choice([1,1,1,2]) - for x in range(self.WIDTH//2): - for y in range(hei): - self.clrw(x, self.HEIGHT-1-ypos-y) - ypos = choice([1,1,1,1,1,2,2,3,4,randint(1,self.HEIGHT//2)]) - hei = choice([1,1,1,2]) - for x in range(self.WIDTH//2): - for y in range(hei): - self.clrw(self.WIDTH-x-1, self.HEIGHT-1-ypos-y) - elif gen == 1: # open way diagonally to NW or NS, third of a way to the level width - ypos = choice([1,1,1,1,1,2,2,3,4]) - wid = choice([2,2,2,2,2,3,3,4]) - for x in range(self.WIDTH//3): - for z in range(wid): - self.clrw(x+z, self.HEIGHT-1-x-ypos) - ypos = choice([1,1,1,1,1,2,2,3,4]) - wid = choice([2,2,2,2,2,3,3,4]) - for x in range(self.WIDTH//2): - for z in range(wid): - self.clrw(self.WIDTH-x-1-z, self.HEIGHT-1-x-ypos) - - def close(self): - "Just close the level with floor and roof" - for x in range(self.WIDTH): - self.setw(x,0) - self.setw(x,self.HEIGHT) - - def largest_vertical_hole(self, x): - "Returns the (start, stop) of the largest range of holes in column x." - if not (0 <= x < self.WIDTH): - return (0, 0) - ranges = [] - best = 0 - length = 0 - for y in range(self.HEIGHT+1): - if y < self.HEIGHT and self.getw(x,y) == ' ': - length += 1 - elif length > 0: - if length > best: - del ranges[:] - best = length - if length == best: - ranges.append((y-length, y)) - length = 0 - return choice(ranges or [(0, 0)]) - - def dig_vertical_walls(self): - "Check that no vertical wall spans the whole height of the level" - vwall = [] - for x in range(self.WIDTH): - spaces = 0 - for y in range(self.HEIGHT-1): # ignore bottom line spaces - spaces += self.getw(x,y) == ' ' - if spaces == 0 or (random() < 0.4**spaces): - vwall.append(x) - shuffle(vwall) - for x in vwall: - # look for the longest continuous space in each of the two - # adjacent columns, and extend these to the current column - def dig(y1, y2): - for y in range(y1, y2): - self.clrw(x, y) - return y1 < y2 and y1 < self.HEIGHT-1 - progress = False - for col in [x-1, x+1]: - y1, y2 = self.largest_vertical_hole(col) - progress |= dig(y1, y2) - while not progress: - progress |= dig(randint(0, self.HEIGHT-1), - randint(0, self.HEIGHT-1)) - - def prevent_straight_fall(self): - """Make platforms that prevent falling straight from top to bottom, but - still leave space for moving. - """ - falls = [] - for x in range(self.WIDTH): - for y in range(self.HEIGHT): - if self.getw(x,y) == '#': - break - else: - falls = falls + [x] - y = oldy = -10 - for x in falls: - while (y < oldy+2) and (y > oldy-2): - y = randint(2, self.HEIGHT-2) - for dy in range(y-1,y+2): - for dx in range(x-3, x+4): - self.clrw(dx,dy) - self.setw(x-1,y) - self.setw(x+1,y) - self.setw(x,y) - oldy = y - - def do_monsters(self): - """Create monsters based on the requested settings. - mlist is a list of monster setting. Each item is a tuple with: - 0: the list of monster to uses (each item might be a tuple) - 1: the rng for the number of monsters to pick in the list. - """ - current = 'a' - for ms in self.mlist: - n_monsters = ms[1]() - for idx in range(n_monsters): - setattr(self,current,choice(ms[0])) - # self.__class__.__dict__[current] = choice(ms[0]) - ntry = self.MAXTRY - while ntry: - x = randint(0,self.WIDTH-2) - y = randint(0,self.HEIGHT-1) - - if self.getw(x,y) == self.getw(x+1,y) == ' ': - self.wmap[y][x] = current - break - ntry -= 1 - current = chr(ord(current)+1) - - def do_walls(self): - "Build the actual walls map for the game." - self.__class__.walls = '' - for y in range(self.HEIGHT-1): - self.__class__.walls += '##' - for x in range(self.WIDTH): - self.__class__.walls += self.wmap[y][x] - self.__class__.walls += '##\n' - self.__class__.walls += '##' - for x in range(self.WIDTH): - if self.getw(x,0) == '#' or self.getw(x,self.HEIGHT-1) == '#': - self.__class__.walls += '#' - else: - self.__class__.walls += ' ' - self.__class__.walls += '##\n' - - def do_winds(self): - "Build the actual wind map for the game." - self.__class__.winds = '' - for y in range(self.HEIGHT): - self.__class__.winds += '>>' - for x in range(self.WIDTH): - self.__class__.winds += self.windmap[y][x] - self.__class__.winds += '<<' + '\n' - - def do_bonuses(self): - self.__class__.letter = choice([0,1]) - self.__class__.fire = choice([0,1]) - self.__class__.lightning = choice([0,1]) - self.__class__.water = choice([0,1]) - self.__class__.top = choice([0,1]) - - def generate(self): - "Generate random level settings." - assert 0, "--- THIS IS NO LONGER REALLY USED ---" - self.mlist = [([ - LNasty, LMonky, LGhosty, LFlappy, LSpringy, LOrcy, LGramy, LBlitzy, - RNasty, RMonky, RGhosty, RFlappy, RSpringy, ROrcy, RGramy, RBlitzy, - ],lambda : flat(12,4))] - gens = choice([512,512,256,256,128,128,64,64,32,32,16,16,16,16,16,16,20,20,8,8,8,8,4,4,4,4,2,2,2,2,1,1,3,5,6,7]) - self.genwalls = [] - if gens & 512: - print('Using grids generator') - self.genwalls.append((RandomLevel.grids, - uniform(0.0, 0.1), - uniform(0.0, 0.1))) - if gens & 256: - # generate using pegs - print('Using the pegs generator') - self.genwalls.append((RandomLevel.pegs, - uniform(0.1,0.2), - uniform(0.45,0.7), - choice([0,1,1,1]))) - if gens & 128: - # generate using a bouncer - nr = choice([0,0,1]) - print('Using the bouncer generator') - self.genwalls.append((RandomLevel.bouncers, - dice(1, 100) + 250 - nr*200, # length - uniform(0.7, 1.7), - nr)) - if gens & 64: - # generate using a walker - print('Using the walker generator') - nr = dice(1, 3) + 2 - self.genwalls.append((RandomLevel.walkers, - dice(2, 100) + 100, # length - nr, nr + dice(2, 3), # straight walk min, max len - choice([0,1]))) - if gens & 32: - # generate rivers - print('Using the rivers generator') - self.genwalls.append((RandomLevel.rivers, - randrange(2,(self.WIDTH-4)/5), # the number of rivers - uniform(0.7, 1.7), # the side stepping threshold - 6)) # the max side stepping size - if gens & 16: - # generate rooms - print('Using the romms generator') - nr = choice([1,2,2,2,3,3,4,5]) - self.genwalls.append((RandomLevel.rooms, - lambda : flat(9-nr,2), # the half size of the room - lambda : uniform(0.8,1.2), # the excentricity of the room - nr)) # the number of rooms - if gens & 8: - # generate a holes generator - # as this is interesting only if the level is filled somehow - print('Using the holes generator') - self.genwalls.append((RandomLevel.mess,1-uniform(0.2,0.5))) - nh = choice([1,1,2,2,2,3,3,3,4,5]) - self.genwalls.append((RandomLevel.holes, - lambda : flat(9-nh,2), # radius of the holes - lambda : uniform(0.9,1.1), # excentricity - nh, # number of holes - lambda : choice([0,0,0,1]))) # circle or rectangle - if gens & 4: - # generate a lines generator - print('Using the lines generator') - self.genwalls.append((RandomLevel.lines, - lambda : dice(7,3), # line length - dice(2,3))) # number of lines - if gens & 2: - # generate a platforms generator - print('Using the platforms generator') - nplat = dice(2,4,0) - if nplat: space = flat((self.HEIGHT-1)/nplat/2,(self.HEIGHT-1)/nplat/2-1) - else: space = 1 - nholes = lambda : dice(1,3,0) - wholes = lambda : dice(2,3) - full = randrange(2) - self.genwalls.append((RandomLevel.platforms, - (nplat,space), # number of platform and spacing - (nholes,wholes), # number of holes and width - full)) # full width platform - if gens & 1: - # generate a mess generator - print('Using the mess generator') - if gens & ~2: - offset = 0 - scale = 0.05 - else: - offset = 0.05 - scale = 0.10 - self.genwalls.append((RandomLevel.mess,offset+random()*scale)) - if random() < 0.2: - self.genwalls.append((RandomLevel.close,)) - if random() < 0.90: - self.genwalls.append((RandomLevel.startplatform,)) - self.genwalls.append((RandomLevel.generate_wind, )) - - -Levels = [] -for i in range(25): - class level(RandomLevel): - auto = 1 - Levels.append(level) - -class levelfinal(RandomLevel): - genwalls = [(RandomLevel.platforms,(4,3),(lambda:flat(1,1),lambda:flat(4,2)),1)] -Levels.append(levelfinal) |