summaryrefslogtreecommitdiff
path: root/bubbob/levels/rnglevel
blob: 7a3186b3b93a187e98a17cb1a83acedbf464bbd0 (plain)
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
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
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)