1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
|
#
# Second try at automatically generating levels that are
# a bit more related to each other instead of being completely independent.
#
import sys, random, math
from random import uniform, choice, randrange
class Parameter(object):
def __init__(self, name, rng):
self.name = name
self.rng = rng
def __get__(self, instance, cls):
assert self.name not in instance.__dict__
value = self.rng()
setattr(instance, self.name, value)
return value
class ChoiceParameter(Parameter):
def __init__(self, name, list):
Parameter.__init__(self, name, lambda : choice(list))
class BoolParameter(Parameter):
def __init__(self, name, prob=0.5):
Parameter.__init__(self, name, lambda : random.random() < prob)
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 fork(choice1, prob, choice2):
if random.random() < prob:
return choice1()
else:
return choice2()
MnstrCategory = {
"Nasty": 0,
"Monky": 0,
"Ghosty": 1,
"Flappy": 1,
"Springy": 2,
"Orcy": 0,
"Gramy": 0,
"Blitzy": 2}
MnstrNames = list(MnstrCategory.keys())
Bonuses = ['letter', 'fire', 'lightning', 'water', 'top']
def mnstrclslist(name):
import boarddef
classname1 = 'L' + name
classname2 = 'R' + name
return [getattr(boarddef, classname1), getattr(boarddef, classname2)]
class Shape:
basemnstr = ChoiceParameter('basemnstr', MnstrNames)
extramnstr = ChoiceParameter('extramnstr', list(range(4)))
samemnstr = BoolParameter('samemnstr')
baseshape = ChoiceParameter('baseshape', ' ODBGMPRWZS')
rooms = BoolParameter('rooms')
holes = BoolParameter('holes')
lines = ChoiceParameter('lines', ' -/|')
platforms = BoolParameter('platforms')
platholes = BoolParameter('platholes')
platfull = BoolParameter('platfull')
mess = ChoiceParameter('mess', ' ....!')
closed = BoolParameter('closed', 0.95)
bonuses = ChoiceParameter('bonuses', range(3**len(Bonuses)))
smooth = ChoiceParameter('smooth', list(range(4)))
startplats = BoolParameter('startplats', 0.98)
makespace = BoolParameter('makespace', 0.8)
straightfall = BoolParameter('straightfall', 0.8)
mirrored = BoolParameter('mirrored', 0.4)
enlargeholes = BoolParameter('enlargeholes', 0.9)
all_parameters = [name for name in list(locals().keys())
if not name.startswith('_')]
def __init__(self, shape=None):
if shape:
self.__dict__.update(shape.__dict__)
self.modified = 0
def set_gens(self, rooms=0, platforms=0, holes=0, smooth=0, mess=' ', lines=' '):
self.rooms = rooms
self.platforms = platforms
self.holes = holes
self.smooth = smooth
self.mess = mess
self.lines = lines
def reset(self, attrname=None):
if attrname:
try:
del self.__dict__[attrname]
except KeyError:
pass
else:
self.__dict__.clear()
self.modified = 1
def __eq__(self, other):
return (self.__class__ is other.__class__ and
self.__dict__ == other.__dict__)
def test_similar_parameters(self, prevlist):
similarity = 0
rprevlist = prevlist[:]
rprevlist.reverse()
for param in Shape.all_parameters:
accum = 0
for prev in rprevlist:
if getattr(self, param) != getattr(prev, param):
break
else:
accum += 1
similarity += accum
minimum = min(4*len(prevlist), 7)
if not (minimum <= similarity <= 17):
self.reset()
def test_not_too_often(self, prevlist):
for param, bad_value, delay in [
('mess', '.', 2),
('mess', '!', 11),
('holes', 1, 1),
]:
if getattr(self, param) == bad_value:
for prev in prevlist[-delay:]:
if getattr(prev, param) == bad_value:
self.reset(param)
def test_mess_hole(self, prevlist):
if self.mess == '!':
self.holes = 1
all_tests = [value for (name, value) in list(locals().items())
if name.startswith('test_')]
def accept(self, lvl):
f = lambda d=self.difficulty : randrange(3, 4+int(9*d))
lvl.mlist = [(mnstrclslist(self.basemnstr), f)]
repeat = choice([2,2,3]) - self.extramnstr
if repeat > 1:
lvl.mlist *= repeat
if self.extramnstr:
othermnstr = [name for name in MnstrNames if name!=self.basemnstr]
if self.samemnstr:
othermnstr = [name for name in othermnstr
if MnstrCategory[name]==MnstrCategory[self.basemnstr]]
random.shuffle(othermnstr)
for name in othermnstr[:self.extramnstr]:
lvl.mlist.append((mnstrclslist(name), f))
lvl.genwalls = []
if self.baseshape == 'G':
lvl.genwalls.append((RandomLevel.grids,
uniform(0.7,0.8),
uniform(0.7,0.8)))
self.set_gens()
if self.baseshape == 'P':
lvl.genwalls.append((RandomLevel.pegs,
uniform(0.1,0.2),
uniform(0.45,0.7),
choice([0,1,1,1])))
self.set_gens(smooth=3)
self.closed = random.random() < 0.80
if self.baseshape == 'B':
nr = choice([0,0,1])
lvl.genwalls.append((RandomLevel.bouncers,
dice(1, 100) + 250 - nr*200, # length
uniform(0.7, 1.7),
nr))
self.set_gens(smooth=3)
if self.baseshape == 'W':
nr = dice(1, 3) + 2
lvl.genwalls.append((RandomLevel.walkers,
dice(2, 100) + 100, # length
nr, nr + dice(2, 3),
choice([0,1])))
self.set_gens()
if self.baseshape == 'R':
lvl.genwalls.append((RandomLevel.rivers,
randrange(3,(lvl.WIDTH-4)/4), # the number of rivers
uniform(0.3, 1.4), # the side stepping threshold
10)) # the max side stepping size
self.set_gens()
if self.baseshape == 'Z':
lvl.genwalls.append((RandomLevel.zigzag,))
self.set_gens()
if self.baseshape == 'M':
lvl.genwalls.append((RandomLevel.mondrian,))
self.set_gens()
if self.baseshape == 'O':
lvl.genwalls.append((RandomLevel.remove_joined_blocks,))
self.set_gens()
if self.baseshape == 'S':
lvl.genwalls.append((RandomLevel.platforms_reg,))
self.set_gens()
self.makespace = random.random() < 0.1
if self.closed:
self.startplats = 0
if self.baseshape == 'D':
lvl.genwalls.append((RandomLevel.discrete_blocks,))
self.set_gens()
self.makespace = random.random() < 0.1
if self.closed:
self.startplats = 0
if self.rooms:
nr = dice(2, 6)
lvl.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 self.lines != ' ':
rng_angle = {
'-': lambda : 0,
'/': None, # default
'|': lambda : math.pi/2,
}
lvl.genwalls.append((RandomLevel.lines,
lambda : dice(8,3), # line length
dice(2,4), # number of lines
rng_angle[self.lines]))
if self.platforms:
nplat = dice(2,4,0)
if nplat: space = flat((lvl.HEIGHT-1)//nplat//2,(lvl.HEIGHT-1)//nplat//2-1)
else: space = 1
if self.platholes:
nholes = lambda : dice(1,3)
else:
nholes = lambda : 0
wholes = lambda : dice(2,3)
full = self.platfull
lvl.genwalls.append((RandomLevel.platforms,
(nplat,space), # number of platform and spacing
(nholes,wholes), # number of holes and width
full)) # full width platform
if self.mess != ' ':
threshold = {
'.': 0.02 + 0.08*random.random(), # normal
'!': 0.25 + 0.2 *random.random(), # super-filled
}
lvl.genwalls.append((RandomLevel.mess, threshold[self.mess]))
if self.holes:
nh = choice([1,1,2,2,2,3,3,3,4,5])
lvl.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 self.closed:
lvl.genwalls.append((RandomLevel.close,))
if self.smooth > 0:
# smooth away all lone empty spaces
lvl.genwalls.append((RandomLevel.smooth, 1.0, 1))
# possibly smooth away some lone bricks
if self.smooth == 2:
lvl.genwalls.append((RandomLevel.smooth, 0.25, 0))
elif self.smooth == 3:
lvl.genwalls.append((RandomLevel.smooth, 0.75, 0))
if self.startplats:
lvl.genwalls.append((RandomLevel.startplatform, ))
lvl.genwalls.append((RandomLevel.openstartway, ))
if self.makespace:
lvl.genwalls.append((RandomLevel.make_space, ))
if self.straightfall:
lvl.genwalls.append((RandomLevel.prevent_straight_fall, ))
if self.mirrored:
lvl.genwalls.append((RandomLevel.mirror, ))
if self.enlargeholes:
lvl.genwalls.append((RandomLevel.enlarge_tiny_holes, ))
lvl.genwalls.append((RandomLevel.generate_wind, ))
b = self.bonuses
for name in Bonuses:
setattr(lvl, name, (b % 3) == 1)
b = b // 3
lvl.autogen_shape = self
def generate_shape(prevlist):
tests = Shape.all_tests
s = Shape()
for i in range(100):
s1 = Shape(s)
random.shuffle(tests)
for test in tests:
test(s1, prevlist)
if not s1.modified and s1 == s:
break
s = s1
# else:
# sys.stdout.write('*')
del s.modified
return s
def makeshapes(nblevels=25):
shapelist = []
for i in range(nblevels):
s = generate_shape(shapelist)
s.difficulty = float(i+1)/nblevels
yield s
shapelist.append(s)
if len(shapelist) == 10:
del shapelist[:]
def GenerateLevels():
# print 'generating levels',
Levels = []
for s in makeshapes():
class level(RandomLevel):
WIDTH = 28
HEIGHT = 23
def enter(self, *args, **kw):
result = RandomLevel.enter(self, *args, **kw)
params = list(self.autogen_shape.__dict__.items())
params.sort()
# for keyvalue in params:
# print '%20s: %s' % keyvalue
return result
s.accept(level)
Levels.append(level)
# sys.stdout.write('.')
# sys.stdout.flush()
# print
class levelfinal(RandomLevel):
WIDTH = level.WIDTH
HEIGHT = level.HEIGHT
genwalls = [(RandomLevel.platforms,(5,3),(lambda:flat(2,1),lambda:flat(6,2)),1),
(RandomLevel.close,)]
Levels.append(levelfinal)
return Levels
def GenerateSingleLevel(width, height):
[s] = makeshapes(1)
class level(RandomLevel):
WIDTH = width
HEIGHT = height
s.accept(level)
return level
if __name__ == '__main__':
for s in makeshapes():
print(s.__dict__)
else:
rnglevel = {}
exec(compile(open('levels/rnglevel.py', "rb").read(), 'levels/rnglevel.py', 'exec'), rnglevel)
RandomLevel = rnglevel['RandomLevel']
|