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worldgen.py
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worldgen.py
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import libtcodpy as libtcod
import math
import game
class World(object):
def __init__(self):
self.rnd = libtcod.random_new()
self.noise = 0
self.hm_list = [0] * (game.WORLDMAP_WIDTH * game.WORLDMAP_HEIGHT)
self.sandheight = game.terrain['Coast']['elevation']
self.map_image_big = None
self.map_image_small = None
self.player_positionx = 0
self.player_positiony = 0
self.originx = 0
self.originy = 0
self.max_distance = 0
self.dungeons = []
self.generate()
# add some land by creating hills
def add_landmass(self):
print 'Creating landmass....'
t0 = libtcod.sys_elapsed_seconds()
for i in range(int(game.WORLDMAP_WIDTH * 0.55)):
radius = self.randomize('float', 50 * (1.0 - 0.7), 50 * (1.0 + 0.7), 3)
x = self.randomize('int', 0, game.WORLDMAP_WIDTH, 3)
y = self.randomize('int', 0, game.WORLDMAP_HEIGHT, 3)
libtcod.heightmap_add_hill(game.heightmap, x, y, radius, 0.3)
libtcod.heightmap_normalize(game.heightmap)
libtcod.heightmap_add_fbm(game.heightmap, self.noise, 6.5, 6.5, 0, 0, 8.0, 1.0, 4.0)
libtcod.heightmap_normalize(game.heightmap)
t1 = libtcod.sys_elapsed_seconds()
print ' done! (%.3f seconds)' % (t1 - t0)
# add some rivers, lets limit this to the rain erosion function for now
def add_rivers(self):
print 'Adding rivers....'
t0 = libtcod.sys_elapsed_seconds()
libtcod.heightmap_rain_erosion(game.heightmap, int((game.WORLDMAP_WIDTH * game.WORLDMAP_HEIGHT) * 1.00), 0.06, 0.01, self.rnd)
t1 = libtcod.sys_elapsed_seconds()
print ' done! (%.3f seconds)' % (t1 - t0)
# checks to see if everything is in order
def analyse_world(self):
print 'Analysing worldmap....'
t0 = libtcod.sys_elapsed_seconds()
mountain_peak = 0
mountains = 0
high_hills = 0
low_hills = 0
forest = 0
plains = 0
coast = 0
shore = 0
sea = 0
ocean = 0
accepted = True
for x in range(game.WORLDMAP_WIDTH):
for y in range(game.WORLDMAP_HEIGHT):
cellheight = libtcod.heightmap_get_value(game.heightmap, x, y)
if cellheight >= game.terrain['Mountain Peak']['elevation']:
mountain_peak += 1
elif cellheight >= game.terrain['Mountains']['elevation']:
mountains += 1
elif cellheight >= game.terrain['High Hills']['elevation']:
high_hills += 1
elif cellheight >= game.terrain['Low Hills']['elevation']:
low_hills += 1
elif cellheight >= game.terrain['Forest']['elevation']:
forest += 1
elif cellheight >= game.terrain['Plains']['elevation']:
plains += 1
elif cellheight >= game.terrain['Coast']['elevation']:
coast += 1
elif cellheight >= game.terrain['Shore']['elevation']:
shore += 1
elif cellheight >= game.terrain['Sea']['elevation']:
sea += 1
else:
ocean += 1
if mountain_peak < 15 or mountains < 150 or high_hills < 600 or low_hills < 1500 or coast < 2500:
accepted = False
if forest > 22000 or plains > 10000 or shore > 8000 or sea > 28000 or ocean > 30000:
accepted = False
t1 = libtcod.sys_elapsed_seconds()
if accepted:
print ' accepted! (%.3f seconds)' % (t1 - t0)
else:
self.player_positionx = 0
self.max_distance = 0
self.dungeons = []
print ' rejected! (%.3f seconds)' % (t1 - t0)
return accepted
# create and save worldmap image in different sizes
def create_map_images(self, mode=0):
if mode == 0:
print 'Creating images....'
t0 = libtcod.sys_elapsed_seconds()
con = libtcod.console_new(game.WORLDMAP_WIDTH, game.WORLDMAP_HEIGHT)
self.map_image_small = libtcod.image_new(game.WORLDMAP_WIDTH, game.WORLDMAP_HEIGHT)
self.create_map_legend(con, mode)
libtcod.image_scale(self.map_image_small, (game.SCREEN_WIDTH - 2) * 2, (game.SCREEN_HEIGHT - 2) * 2)
if mode == 0:
while self.player_positionx == 0:
start = self.randomize('int', 0, (game.WORLDMAP_WIDTH * game.WORLDMAP_HEIGHT) - 1, 3)
if int(self.hm_list[start] * 1000) in range(int(game.terrain['Forest']['elevation'] * 1000), int(game.terrain['Forest']['maxelev'] * 1000)):
self.player_positionx = start % game.WORLDMAP_WIDTH
self.player_positiony = start / game.WORLDMAP_WIDTH
self.originx = self.player_positionx
self.originy = self.player_positiony
path = self.set_dijkstra_map()
for y in range(game.WORLDMAP_HEIGHT):
for x in range(game.WORLDMAP_WIDTH):
dist = libtcod.dijkstra_get_distance(path, x, y)
if dist > self.max_distance:
self.max_distance = int(round(dist))
#libtcod.image_put_pixel(self.map_image_small, self.player_positionx, self.player_positiony, libtcod.white)
if mode == 2:
self.map_image_big = libtcod.image_from_console(con)
libtcod.image_save(self.map_image_big, 'maps/worldmap-' + game.player.name + '.png')
self.map_image_big = None
libtcod.console_delete(con)
if mode == 0:
t1 = libtcod.sys_elapsed_seconds()
print ' done! (%.3f seconds)' % (t1 - t0)
# colors for the map legend
def create_map_legend(self, con, mode=0):
for x in range(game.WORLDMAP_WIDTH):
for y in range(game.WORLDMAP_HEIGHT):
if mode == 0:
cellheight = libtcod.heightmap_get_value(game.heightmap, x, y)
else:
cellheight = self.hm_list[(y * game.WORLDMAP_WIDTH) + x]
if cellheight >= game.terrain['Mountain Peak']['elevation']:
# mountain peak
bcolor = libtcod.color_lerp(libtcod.silver, libtcod.grey, (1.000 - cellheight) / 0.050)
elif cellheight >= game.terrain['Mountains']['elevation']:
# mountains
bcolor = libtcod.color_lerp(libtcod.grey, libtcod.Color(40, 24, 12), (game.terrain['Mountain Peak']['elevation'] - cellheight) / 0.125)
elif cellheight >= game.terrain['High Hills']['elevation']:
# hills
bcolor = libtcod.color_lerp(libtcod.Color(40, 24, 12), libtcod.Color(53, 33, 16), (game.terrain['Mountains']['elevation'] - cellheight) / 0.125)
elif cellheight >= game.terrain['Low Hills']['elevation']:
# forest
bcolor = libtcod.color_lerp(libtcod.Color(53, 33, 16), libtcod.Color(40, 67, 25), (game.terrain['High Hills']['elevation'] - cellheight) / 0.125)
elif cellheight >= game.terrain['Forest']['elevation']:
# forest
bcolor = libtcod.color_lerp(libtcod.Color(40, 67, 25), libtcod.Color(80, 134, 50), (game.terrain['Low Hills']['elevation'] - cellheight) / 0.345)
elif cellheight >= game.terrain['Plains']['elevation']:
# plains
bcolor = libtcod.color_lerp(libtcod.Color(80, 134, 50), libtcod.Color(112, 150, 80), (game.terrain['Forest']['elevation'] - cellheight) / 0.090)
elif cellheight >= game.terrain['Coast']['elevation']:
# coast
bcolor = libtcod.color_lerp(libtcod.Color(112, 150, 80), libtcod.Color(176, 176, 153), (game.terrain['Plains']['elevation'] - cellheight) / 0.020)
elif cellheight >= game.terrain['Shore']['elevation']:
# shallow water
bcolor = libtcod.color_lerp(libtcod.Color(176, 176, 153), libtcod.Color(47, 67, 103), (game.terrain['Coast']['elevation'] - cellheight) / 0.010)
elif cellheight >= game.terrain['Sea']['elevation']:
# deep water
bcolor = libtcod.color_lerp(libtcod.Color(47, 67, 103), libtcod.Color(8, 32, 72), (game.terrain['Shore']['elevation'] - cellheight) / 0.040)
else:
# ocean
bcolor = libtcod.Color(8, 32, 72)
libtcod.console_put_char_ex(con, x, y, ' ', bcolor, bcolor)
if mode != 3:
libtcod.image_put_pixel(self.map_image_small, x, y, bcolor)
if mode == 0:
self.hm_list[(y * game.WORLDMAP_WIDTH) + x] = float("{0:.4f}".format(cellheight))
# place all dungeons after terrain generation
def place_dungeons(self):
print 'Placing dungeons....'
t0 = libtcod.sys_elapsed_seconds()
path = self.set_dijkstra_map()
for i in range(game.MAX_THREAT_LEVEL):
done = False
attempt = 0
while not done and attempt <= 1000:
x = libtcod.random_get_int(self.rnd, 0, game.WORLDMAP_WIDTH - 1)
y = libtcod.random_get_int(self.rnd, 0, game.WORLDMAP_HEIGHT - 1)
cellheight = int(libtcod.heightmap_get_value(game.heightmap, x, y) * 1000)
threat = self.set_threat_level(x, y, path)
dice = libtcod.random_get_int(self.rnd, 1, 100)
if dice <= 65:
dtype = 'Dungeon'
elif dice <= 95:
dtype = 'Cave'
else:
dtype = 'Maze'
if cellheight in range(int(game.terrain['Plains']['elevation'] * 1000), int(game.terrain['High Hills']['maxelev'] * 1000)) and threat == i + 1:
self.dungeons.append((len(self.dungeons) + 1, 'Dungeon', 'Dng', x, y, threat + 1, dtype))
done = True
attempt += 1
starter_dungeon = libtcod.random_get_int(self.rnd, 1, 4)
if starter_dungeon == 1:
self.dungeons.append((len(self.dungeons) + 1, 'Starter Dungeon', 'SD', self.player_positionx, self.player_positiony - 1, 1, 'Dungeon'))
elif starter_dungeon == 2:
self.dungeons.append((len(self.dungeons) + 1, 'Starter Dungeon', 'SD', self.player_positionx + 1, self.player_positiony, 1, 'Dungeon'))
elif starter_dungeon == 3:
self.dungeons.append((len(self.dungeons) + 1, 'Starter Dungeon', 'SD', self.player_positionx, self.player_positiony + 1, 1, 'Dungeon'))
else:
self.dungeons.append((len(self.dungeons) + 1, 'Starter Dungeon', 'SD', self.player_positionx - 1, self.player_positiony, 1, 'Dungeon'))
t1 = libtcod.sys_elapsed_seconds()
print ' done! (%.3f seconds)' % (t1 - t0)
# randomize the random generator
def randomize(self, type, min, max, times):
result = 0
if type == 'float':
for i in range(times):
result += libtcod.random_get_float(self.rnd, min, max)
if type == 'int':
for i in range(times):
result += libtcod.random_get_int(self.rnd, min, max)
return result / times
# set dijkstra map base on point of origin
def set_dijkstra_map(self):
fov_map = libtcod.map_new(game.WORLDMAP_WIDTH, game.WORLDMAP_HEIGHT)
for y in range(game.WORLDMAP_HEIGHT):
for x in range(game.WORLDMAP_WIDTH):
libtcod.map_set_properties(fov_map, x, y, True, True)
path = libtcod.dijkstra_new(fov_map)
libtcod.dijkstra_compute(path, self.originx, self.originy)
return path
# reduce landmass to the appropriate level
def set_landmass(self, landmass, waterlevel):
print 'Reducing landmass....'
t0 = libtcod.sys_elapsed_seconds()
heightcount = [0] * 256
for x in range(game.WORLDMAP_WIDTH):
for y in range(game.WORLDMAP_HEIGHT):
h = int(libtcod.heightmap_get_value(game.heightmap, x, y) * 255)
heightcount[h] += 1
i, totalcount = 0, 0
while totalcount < game.WORLDMAP_WIDTH * game.WORLDMAP_HEIGHT * (1.0 - landmass):
totalcount += heightcount[i]
i += 1
newwaterlevel = i / 255.0
landcoef = (1.0 - waterlevel) / (1.0 - newwaterlevel)
watercoef = waterlevel / newwaterlevel
for x in range(game.WORLDMAP_WIDTH):
for y in range(game.WORLDMAP_HEIGHT):
h = libtcod.heightmap_get_value(game.heightmap, x, y)
if h > newwaterlevel:
h = waterlevel + (h - newwaterlevel) * landcoef
else:
h = h * watercoef
libtcod.heightmap_set_value(game.heightmap, x, y, h)
t1 = libtcod.sys_elapsed_seconds()
print ' done! (%.3f seconds)' % (t1 - t0)
# set threat level of a overworld map based on the player point of origin
# the farther it is, the more dangerous it is
def set_threat_level(self, posx, posy, path=None):
if path is None:
path = self.set_dijkstra_map()
dist = libtcod.dijkstra_get_distance(path, posx, posy)
tlevel = int(math.ceil(dist / (self.max_distance / (game.MAX_THREAT_LEVEL + 2))))
if tlevel > game.MAX_THREAT_LEVEL:
tlevel = game.MAX_THREAT_LEVEL
return tlevel
# smooth edges so that land doesnt touch the map borders
def smooth_edges(self):
print 'Smoothing edges....'
t0 = libtcod.sys_elapsed_seconds()
hmcopy = libtcod.heightmap_new(game.WORLDMAP_WIDTH, game.WORLDMAP_HEIGHT)
mask = libtcod.heightmap_new(game.WORLDMAP_WIDTH, game.WORLDMAP_HEIGHT)
for x in range(game.WORLDMAP_WIDTH):
for y in range(game.WORLDMAP_HEIGHT):
ix = x * 0.04
if x > game.WORLDMAP_WIDTH / 2:
ix = (game.WORLDMAP_WIDTH - x - 1) * 0.04
iy = y * 0.04
if y > game.WORLDMAP_HEIGHT / 2:
iy = (game.WORLDMAP_HEIGHT - y - 1) * 0.04
if ix > 1.0:
ix = 1.0
if iy > 1.0:
iy = 1.0
h = min(ix, iy)
libtcod.heightmap_set_value(mask, x, y, h)
libtcod.heightmap_normalize(mask)
libtcod.heightmap_copy(game.heightmap, hmcopy)
libtcod.heightmap_multiply_hm(hmcopy, mask, game.heightmap)
libtcod.heightmap_normalize(game.heightmap)
t1 = libtcod.sys_elapsed_seconds()
print ' done! (%.3f seconds)' % (t1 - t0)
# main function for generating the worldmap
# stuff to do: place towns
def generate(self):
print 'Starting world map generation....'
t0 = libtcod.sys_elapsed_seconds()
accepted = False
world = 1
while not accepted:
print 'World #' + str(world) + '....'
self.noise = libtcod.noise_new(2, self.rnd)
libtcod.noise_set_type(self.noise, libtcod.NOISE_PERLIN)
game.heightmap = libtcod.heightmap_new(game.WORLDMAP_WIDTH, game.WORLDMAP_HEIGHT)
#game.precipitation = libtcod.heightmap_new(game.WORLDMAP_WIDTH, game.WORLDMAP_HEIGHT)
#game.temperature = libtcod.heightmap_new(game.WORLDMAP_WIDTH, game.WORLDMAP_HEIGHT)
#game.biome = libtcod.heightmap_new(game.WORLDMAP_WIDTH, game.WORLDMAP_HEIGHT)
self.add_landmass()
self.smooth_edges()
self.set_landmass(self.randomize('float', 0.30, 0.45, 3), self.sandheight)
self.add_rivers()
self.create_map_images()
self.place_dungeons()
accepted = self.analyse_world()
world += 1
print '-------------'
t1 = libtcod.sys_elapsed_seconds()
print 'World map generation finished.... (%.3f seconds)' % (t1 - t0)