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map.py
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from panda3d.core import LightRampAttrib
from random import randint, uniform, choice
from collections import defaultdict
from direct.actor.Actor import Actor
from mazegen import Maze
from tiles import *
from creature import *
DIRS = [(0,-1),(1, 0),(0, 1),(-1,0)]
LOCS = [(4, 0),(8, 4),(4, 8),(0, 4)]
OPPOSITE = {
"n":"s",
"e":"w",
"s":"n",
"w":"e",
}
class Room():
def __init__(self, x, y):
self.x, self.y = x, y
self.rect = [self.x,self.y,9,9]
self.props = Props()
self.root = base.map.static.attach_new_node("room")
self.unlit = base.map.unlit.attach_new_node("room")
self.backsides = base.map.backsides.attach_new_node("room")
self.enemies = 0
self.color = randint(0,1)
self.construct()
def construct(self):
if base.map.current_room.is_end:
base.map.tile_set = base.map.tile_sets[base.map.sets[5]]
self.generate_ending()
else:
self.generate()
self.make_doors()
self.make_props()
self.sprinkle_enemies()
if base.map.current_room.is_dead_end:
if base.player.hp < 2:
Healthpack(self.get_empty())
self.set_neighbors()
self.finalize()
def set_neighbors(self):
dirs = [[0,-1], [1,0], [0,1], [-1,0]]
solids = "#P"
for y in range(self.rect[3]+2):
for x in range(self.rect[2]+2):
sx = x-1+self.rect[0]
sy = y-1+self.rect[1]
tile = base.map.tiles[sx,sy]
tile.neighbors = []
for dir in dirs:
try:
n = base.map.tiles[sx+dir[0],sy+dir[1]]
if not n.char in solids:
tile.neighbors.append(n)
except IndexError:
pass
def make_door(self, direction="n"):
d = "nesw".index(direction)
x = LOCS[d][0]+self.x
y = LOCS[d][1]+self.y
base.map.tiles[x,y] = Door(self.props, [x,y], direction)
def make_doors(self):
for door in base.map.new_doors:
self.make_door(door)
def connect_doors(self):
for door in base.map.doors:
d = "nesw".index(door)
x = LOCS[d][0]+self.x
y = LOCS[d][1]+self.y
w = int(self.rect[2]/2)+self.rect[0]
h = int(self.rect[3]/2)+self.rect[1]
self.draw_line(x,y,w,h," ")
def draw(self, x, y, char):
if base.map.current_room.is_end:
t = base.map.tiles[x,y] = Ending(self.props, [x, y], char)
else:
t = base.map.tiles[x,y] = Tile(self.props, [x, y], char)
def draw_line(self, x1, y1, x2, y2, char):
while True:
if x1 < x2: x1 += 1
elif x1 > x2: x1 -= 1
elif y1 < y2: y1 += 1
elif y1 > y2: y1 -= 1
else: return
self.draw(x1, y1, char)
def draw_square(self, rect, chance=10):
for y in range(rect[3]):
for x in range(rect[2]):
if randint(0,chance):
rx, ry = rect[0]+x, rect[1]+y
self.draw(rx, ry, " ")
def make_props(self):
for x in range(self.rect[2]):
for y in range(self.rect[3]):
rx = self.rect[0]+x
ry = self.rect[1]+y
if self.is_prop_spot(rx,ry):
if rx%2 and ry%2:
base.map.tiles[rx,ry].char = "P"
def is_prop_spot(self, x, y):
for d in DIRS:
if not base.map.tiles[x,y].char == " ":
return False
if base.map.tiles[x-d[0], y-d[1]].char == "#":
return False
return True
def get_empty(self):
while True:
rx = randint(self.rect[0]+2,self.rect[0]+self.rect[2]-3)
ry = randint(self.rect[1]+2,self.rect[1]+self.rect[3]-3)
t = base.map.tiles[rx, ry]
if t.char == " ":
return rx, ry
def generate(self):
self.connect_doors()
x, y, w, h = self.rect
w = randint(2,self.rect[2]-2)
h = randint(2,self.rect[3]-2)
x += (self.rect[2]//2)-(w//2)
y += (self.rect[3]//2)-(h//2)
self.draw_square((x,y,w,h))
def generate_ending(self):
self.connect_doors()
x, y, w, h = self.rect
w -= 4
h -= 4
x += 2
y += 2
self.draw_square((x,y,w,h),10000)
center = render.attach_new_node("center")
p = base.map.tile_set["wall_prop_0"].copy_to(center)
center.set_pos((x+2,-(y+2),0))
d = "nesw".index(base.map.doors[0])
center.set_h(-((d-1)*90))
base.player.end(p.get_pos(render))
def sprinkle_enemies(self):
max_enemies = int(((base.map.rooms_visited))*uniform(0.4,0.7))+1
for i in range(max_enemies):
self.add_enemies(*self.get_empty())
def add_enemies(self, x, y):
if base.map.rooms_visited == 0:
return
if base.map.current_room.is_end:
return
self.enemies += 1
enemy_level = randint(base.map.current_set-2,base.map.current_set+1)
if enemy_level < 0: enemy_level = 0
if enemy_level >= len(base.map.enemy_types): enemy_level = len(base.map.enemy_types)-1
if base.map.current_set < 1: enemy_level = 0
Enemy = base.map.enemy_types[enemy_level]
w = Enemy((x, -y, 0), self.color)
if randint(0,1):
self.color = not self.color
w.root.hide()
base.map.enemies.append(w)
def finalize(self):
for y in range(self.rect[3]):
for x in range(self.rect[2]):
t = base.map.tiles[self.x+x,self.y+y]
if not t.char == "#":
if not t.made:
t.made = True
t.get_access()
t.make_mesh()
t.root.reparent_to(self.root)
t.unlit.reparent_to(self.unlit)
for side in t.root.find_all_matches("**/*_backside"):
side.wrt_reparent_to(self.backsides)
self.root.flatten_strong()
self.unlit.flatten_strong()
self.backsides.flatten_strong()
self.backsides.hide(0b001)
class Map(Maze):
def __init__(self):
self.sets = [
"mine",
"engineering",
"medical",
"rnd",
"quarters",
"bridge",
]
self.rooms_per_level = 2
self.total_rooms = (len(self.sets)*self.rooms_per_level)+1
Maze.__init__(self, self.total_rooms)
self.tile_sets = {}
for set in self.sets:
self.tile_sets[set] = self.load_tile_set(set)
self.enemy_types = [Worm,Slug,Blob,Centipede,Jelly]
def destroy(self):
for node in self.root, self.static, self.unlit, self.backsides, self.dynamic:
node.detach_node()
for enemy in self.enemies:
enemy.detach()
def new_game(self):
Maze.__init__(self, self.total_rooms)
self.items = []
self.tiles = defaultdict(Tile)
self.root = render.attach_new_node("map_root")
self.static = self.root.attach_new_node("map-static")
self.unlit = render.attach_new_node("map-unlit")
self.backsides = self.root.attach_new_node("map-backsides")
self.dynamic = render.attach_new_node("map-dynamic")
self.enemies = []
self.rooms = {}
self.rooms_visited = 0
self.current_set = 0
self.tile_set = self.tile_sets[self.sets[self.current_set]]
self.dynamic.hide(0b001)
base.player.root.hide(0b001)
for target_np in [
self.static,
self.backsides,
self.unlit,
self.dynamic,
]:
target_np.set_attrib(
LightRampAttrib.make_single_threshold(0.0, 1.0)
)
target_np.set_light(base.fov_point_np)
base.fov_point_np.reparent_to(base.player.root)
base.fov_point.set_scene(self.root)
p = self.pos(8)
self.rooms[p] = Room(*p)
base.player.root.set_pos((p[0]+4,-p[1]-4,0))
base.player.reset()
def pos(self, size):
return self.current_room.x*8, self.current_room.y*8
def set(self, pos):
x, y, z = pos
x = int(x)//8
y = -int(y)//8
self._current_room = x, y
def load_tile_set(self, name="medical"):
tile_set = {}
tile_set_root = loader.load_model("assets/models/decks/"+name+".bam")
for child in tile_set_root.get_children():
tile_set[child.name] = child
child.detach_node()
child.clear_transform()
tile_set["door"] = Actor("assets/models/decks/doors.bam")
return tile_set
def build(self, direction):
self.move(direction)
if not self.current_room.is_dead_end:
self.rooms_visited += 1
if self.rooms_visited%self.rooms_per_level == 0:
self.current_set += 1
self.tile_set = self.tile_sets[self.sets[self.current_set]]
p = self.pos(8)
if not p in self.rooms:
self.rooms[p] = Room(*p)
self.move(OPPOSITE[direction])
def scan(self, start, end, vector):
vector.normalize()
while True:
start -= vector
x,y,z = start
x,y = round(x), round(y)
t = base.map.tiles[x,-y]
if t.char == "#":
return False
elif x == round(end.x) and y == round(end.y):
return True
def flow_field(self, start_tile, target_tile):
marks = {target_tile: 0}
last_step_marked = [target_tile]
current_mark = 0
number_tries = 0
while start_tile not in marks:
current_mark += 1
newly_marked_tiles = []
new_neighbors = set()
for tile in last_step_marked:
for new_neighbor in tile.neighbors:
new_neighbors.add(new_neighbor)
for new_neighbor in new_neighbors:
marks[new_neighbor] = current_mark
newly_marked_tiles.append(new_neighbor)
last_step_marked = newly_marked_tiles
number_tries += 1
if number_tries > 32:
break
lower = start_tile
for neighbor in start_tile.neighbors:
try:
if marks[neighbor] == marks[lower]:
lower = neighbor
elif marks[neighbor] < marks[lower]:
lower = neighbor
except:
pass
return lower