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authorDiego Roversi <diegor@tiscali.it>2019-09-15 15:36:05 +0200
committerDiego Roversi <diegor@tiscali.it>2019-09-15 15:36:05 +0200
commit76e9a932c6f942502b6b7fc7db4a949ed96d6d7a (patch)
tree3923f98d54f236e37940b26603abcade13597d29 /bubbob
parent2d887c2c2bbe1492fee3e459e4bf17abe2163628 (diff)
2to3, fix inconsistent indentation, convert float division in integer division
Diffstat (limited to 'bubbob')
-rw-r--r--bubbob/levels/rnglevel658
1 files changed, 332 insertions, 326 deletions
diff --git a/bubbob/levels/rnglevel b/bubbob/levels/rnglevel
index cfa6ec0..7a3186b 100644
--- a/bubbob/levels/rnglevel
+++ b/bubbob/levels/rnglevel
@@ -7,6 +7,9 @@ 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)
@@ -100,7 +103,7 @@ class RandomLevel(boarddef.Level):
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]
+ 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:
@@ -124,29 +127,29 @@ class RandomLevel(boarddef.Level):
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')
+ "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]
+ "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."
@@ -173,7 +176,7 @@ class RandomLevel(boarddef.Level):
if self.getw(dy,dx) == '#':
single = single + 1
if single == 8:
- if x > (self.WIDTH / 2):
+ if x > (self.WIDTH // 2):
self.clrw(x-1,y)
else:
self.clrw(x+1,y)
@@ -193,7 +196,7 @@ class RandomLevel(boarddef.Level):
if random() < 0.5:
self.clrw(x,self.HEIGHT-2)
if gens & 4: # middle
- y = randint(0,self.HEIGHT/10) + (self.HEIGHT/2)
+ y = randint(0,self.HEIGHT//10) + (self.HEIGHT//2)
for x in range(self.WIDTH):
self.clrw(x,y)
if random() < 0.5:
@@ -201,16 +204,16 @@ class RandomLevel(boarddef.Level):
if random() < 0.5:
self.clrw(x,y+1)
if gens & 8: # left
- x = randint(0,self.WIDTH/4)
+ 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)
+ 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)
+ 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:
@@ -232,8 +235,8 @@ class RandomLevel(boarddef.Level):
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):
+ for x in range((self.WIDTH//xsize)+1):
+ for y in range((self.HEIGHT//ysize)+1):
if rndchoice == 1:
wdir = choice(choices)
else:
@@ -255,54 +258,54 @@ class RandomLevel(boarddef.Level):
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)
+ """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)
+ """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.
@@ -320,7 +323,7 @@ class RandomLevel(boarddef.Level):
self.wind_sidewalls()
elif gens == 4: # "normal" wind pattern
self.wind_sidewalls()
- dx = (self.WIDTH/2)
+ dx = (self.WIDTH//2)
if random() < 0.7:
dy = 1 # usual height where bubbles collect
else:
@@ -338,182 +341,182 @@ class RandomLevel(boarddef.Level):
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)
+ 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
+ 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
+ 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 == 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
+ 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.
@@ -606,7 +609,7 @@ class RandomLevel(boarddef.Level):
else:
self.zigzag_ud()
- def platforms(self, (nplat, space), (rng_holes, rng_width), full=1):
+ 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
@@ -617,6 +620,8 @@ class RandomLevel(boarddef.Level):
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
@@ -650,7 +655,7 @@ class RandomLevel(boarddef.Level):
for i in range(rng_holes()):
hx = randint(x,x+w)
hw = rng_width()
- for h in range(hx-hw/2,hx+hw/2):
+ for h in range(hx-hw//2,hx+hw//2):
self.clrw(h,y)
def remove_joined_blocks(self):
@@ -673,41 +678,41 @@ class RandomLevel(boarddef.Level):
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.
- """
+ """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)
+ 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
@@ -732,11 +737,11 @@ class RandomLevel(boarddef.Level):
break
if abs(dx-sx) > abs(dy-sy):
for x in range(dx-sx+1):
- y = (2*(dy-sy)*x/(dx-sx)+1)/2
+ 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
+ x = (2*(dx-sx)*y//(dy-sy)+1)//2
self.setw(sx+x,sy+y)
def rooms(self, rng_radius, rng_e, n_rooms):
@@ -793,8 +798,8 @@ class RandomLevel(boarddef.Level):
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):
+ 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:
@@ -817,8 +822,8 @@ class RandomLevel(boarddef.Level):
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):
+ 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
@@ -958,7 +963,7 @@ class RandomLevel(boarddef.Level):
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:
+ if self.WIDTH//4 < x < 3*self.WIDTH//4:
side = random() > 0.5
t = random()
if t > x*4/self.WIDTH:
@@ -1014,30 +1019,30 @@ class RandomLevel(boarddef.Level):
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)
+ "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"
@@ -1122,7 +1127,8 @@ class RandomLevel(boarddef.Level):
for ms in self.mlist:
n_monsters = ms[1]()
for idx in range(n_monsters):
- self.__class__.__dict__[current] = choice(ms[0])
+ setattr(self,current,choice(ms[0]))
+ # self.__class__.__dict__[current] = choice(ms[0])
ntry = self.MAXTRY
while ntry:
x = randint(0,self.WIDTH-2)
@@ -1176,13 +1182,13 @@ class RandomLevel(boarddef.Level):
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'
+ 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'
+ print('Using the pegs generator')
self.genwalls.append((RandomLevel.pegs,
uniform(0.1,0.2),
uniform(0.45,0.7),
@@ -1190,14 +1196,14 @@ class RandomLevel(boarddef.Level):
if gens & 128:
# generate using a bouncer
nr = choice([0,0,1])
- print 'Using the bouncer generator'
+ 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'
+ print('Using the walker generator')
nr = dice(1, 3) + 2
self.genwalls.append((RandomLevel.walkers,
dice(2, 100) + 100, # length
@@ -1205,14 +1211,14 @@ class RandomLevel(boarddef.Level):
choice([0,1])))
if gens & 32:
# generate rivers
- print 'Using the rivers generator'
+ 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'
+ 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
@@ -1221,7 +1227,7 @@ class RandomLevel(boarddef.Level):
if gens & 8:
# generate a holes generator
# as this is interesting only if the level is filled somehow
- print 'Using the holes generator'
+ 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,
@@ -1231,13 +1237,13 @@ class RandomLevel(boarddef.Level):
lambda : choice([0,0,0,1]))) # circle or rectangle
if gens & 4:
# generate a lines generator
- print 'Using the 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'
+ 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
@@ -1250,7 +1256,7 @@ class RandomLevel(boarddef.Level):
full)) # full width platform
if gens & 1:
# generate a mess generator
- print 'Using the mess generator'
+ print('Using the mess generator')
if gens & ~2:
offset = 0
scale = 0.05