Commit 19/03-24
Fixed issue with terrain height level (y level on the x-y coordinate system) not properly being assigned and creating double-layers. Also fixed problem with "null terrain" being created and turned into a biome. Added biome balance to help regulate amount of each biome spawning.
This commit is contained in:
parent
808e806b6a
commit
cbc07fdf16
19 changed files with 462 additions and 30 deletions
0
Archive/V1/GFX/sample.txt
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Archive/V1/GFX/sample.txt
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126
Archive/V1/Main.py
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Archive/V1/Main.py
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import pygame
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import sys
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from threading import Thread
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sys.path.append('./Map')
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import MapManager
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# pygame setup
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pygame.init()
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screen = pygame.display.set_mode((1280, 720))
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clock = pygame.time.Clock()
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running = True
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map = pygame.image.load( "./Map/Images/sample.jpg")
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maprect = map.get_rect()
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mapWidth = int(map.get_width())
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mapHeight = int(map.get_height())
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y = 0
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bY = 5
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bX = 4
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time1 = pygame.time.get_ticks()
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while bX < mapWidth:
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for x in range(bX, mapWidth):
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if y < mapHeight:
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map.set_at((x, y), (0,0,0,255))
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y += 1
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if y % 5 == 0:
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map.set_at((x, y), (0,0,0,255))
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y += 1
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screen.blit(map, maprect)
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pygame.display.flip()
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bX += 8
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y = 0
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y = bY
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while bY < mapHeight:
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for x in range(0, mapWidth):
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if y < mapHeight:
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map.set_at((x, y), (0,0,0,255))
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y += 1
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if y % 5 == 0:
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map.set_at((x, y), (0,0,0,255))
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y += 1
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screen.blit(map, maprect)
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pygame.display.flip()
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bY += 10
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y = bY
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bX = 4
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y = 0
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while bX < mapWidth:
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for x in range(bX, -1, -1):
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if y < mapHeight:
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map.set_at((x, y), (0,0,0,255))
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y += 1
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if y % 5 == 0:
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map.set_at((x, y), (0,0,0,255))
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y += 1
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screen.blit(map, maprect)
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pygame.display.flip()
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bX += 8
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y = 0
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bY = 2
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y = bY
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while bY < mapHeight:
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for x in range(mapWidth, 0, -1):
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if y < mapHeight:
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map.set_at((x, y), (0,0,0,255))
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y += 1
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if y % 5 == 0:
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map.set_at((x, y), (0,0,0,255))
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y += 1
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screen.blit(map, maprect)
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pygame.display.flip()
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bY += 10
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y = bY
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pygame.image.save(map, "./Map/Images/blackstripes.png")
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GameMap = MapManager.MapManager()
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GameMap.load(map)
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t = Thread(target=GameMap.populate, args=(map,))
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t.start()
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time2 = pygame.time.get_ticks()
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print(str(time2 - time1))
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pygame.image.save(map, "./Map/Images/sampledone.png")
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timeX = pygame.time.get_ticks()
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while running:
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# poll for events
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# pygame.QUIT event means the user clicked X to close your window
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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# fill the screen with a color to wipe away anything from last frame
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screen.fill("black")
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screen.blit(map, maprect)
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# RENDER YOUR GAME HERE
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# flip() the display to put your work on screen
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pygame.display.flip()
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clock.tick(120) # limits FPS to 120
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timeY = pygame.time.get_ticks()
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if timeY % 1000 == 0:
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print(f"{timeY-timeX}ms per tick\n{1000/(timeY-timeX)} Ticks per second")
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timeX = pygame.time.get_ticks()
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pygame.quit()
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Archive/V1/Map/Images/blackstripes.png
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Archive/V1/Map/Images/blackstripes.png
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Archive/V1/Map/Images/sample.jpg
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Archive/V1/Map/Images/sample.jpg
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Archive/V1/Map/Images/sample.png
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Archive/V1/Map/Images/sample.png
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Archive/V1/Map/Images/sampledone.png
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Archive/V1/Map/Images/sampledone.png
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175
Archive/V1/Map/MapManager.py
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Archive/V1/Map/MapManager.py
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@ -0,0 +1,175 @@
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import random
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import TileTypes
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class MapManager:
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def tileChecker(self, x, y, map):
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list = []
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CurY = y
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CurX = x
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RelX = 0
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RelY = 0
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floor = False
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contact = False
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while not floor:
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if map.get_at((CurX, CurY)) == (255,255,255,255) and y != 0:
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list.append((CurX,CurY))
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while not contact:
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if CurX+RelX-1 >= 0:
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RelX -= 1
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else:
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contact = True
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if map.get_at((CurX+RelX, CurY)) == (0,0,0,255):
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contact = True
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if map.get_at((CurX+RelX, CurY)) == (255,255,255,255):
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list.append((CurX+RelX,CurY))
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contact = False
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RelX = 0
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while not contact:
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if CurX+RelX+1 < map.get_width():
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RelX += 1
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else:
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contact = True
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if map.get_at((CurX+RelX, CurY)) == (0,0,0,255):
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contact = True
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if map.get_at((CurX+RelX, CurY)) == (255,255,255,255):
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list.append((CurX+RelX,CurY))
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if CurY+1 < map.get_height():
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CurY += 1
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else:
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floor = True
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contact = False
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RelX = 0
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elif map.get_at((CurX, CurY)) == (255,255,255,255) and y == 0:
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list.append((CurX,CurY))
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contact = False
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contactB = False
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RelX = 0
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RelY = 0
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while not contact:
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if map.get_at((CurX+RelX, CurY)) == (0,0,0,255):
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contact = True
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if map.get_at((CurX+RelX, CurY)) == (255,255,255,255):
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list.append((CurX+RelX,CurY))
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while not contactB:
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if CurY+RelY+1 < map.get_height():
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RelY += 1
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else:
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contactB = True
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if map.get_at((CurX+RelX, CurY+RelY)) == (255,255,255,255):
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list.append((CurX+RelX,CurY+RelY))
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else:
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contactB = True
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if CurX+RelX+1 < map.get_width():
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RelX += 1
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else:
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contact = True
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contactB = False
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RelY = 0
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contact = False
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floor = True
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RelX = 0
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else:
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floor = True
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return list
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def load(self,mapObject):
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print("Loading map")
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self.tiles = {}
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tileprint = 0
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currentVertical = 0
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currentHorizontal = 0
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currentTile = 0
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for y in range(0, mapObject.get_height()-1):
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if (y-1) % 5 == 0:
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currentVertical += 1
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currentHorizontal = 0
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print(f"Current Vertical:{currentVertical}")
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for x in range(0, mapObject.get_width()-1):
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CurCol = mapObject.get_at((x, y))
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if CurCol == (255,255,255,255):
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self.tiles[f"{currentTile}"] = Tile(currentTile,(currentHorizontal,currentVertical))
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goodtiles = self.tileChecker(x, y, mapObject)
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for pixel in goodtiles:
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self.tiles[f"{currentTile}"].add_pixel(pixel)
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if tileprint < 20:
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print(f"Added tiles: {goodtiles}")
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tileprint += 1
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colour1 = 0
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colour2 = 255
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colour3 = 0
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self.tiles[f"{currentTile}"].paint_pixels(mapObject, int(colour1),int(colour2),int(colour3))
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currentTile += 1
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currentHorizontal += 1
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self.amountOfTiles = currentTile
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self.Verticals = 200
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self.Horizontals = 200
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print(f"{self.tiles.keys()}")
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def populate(self, mapObject):
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print("Populating map")
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print("Loading terrains...")
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self.TileWorker = TileTypes.TerrainWorker()
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self.TileWorker.generateTerrain()
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tilesMapped = [["" for i in range(self.Verticals)] for j in range(self.Horizontals)]
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types = self.TileWorker.get_terrain("types")
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for tile in self.tiles.keys():
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position = self.tiles[f"{tile}"].Position
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print(f"{position}")
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if position[1] == 0:
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choice = random.randrange(1,7)
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if choice != 6 and position[0] != 0:
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tilesMapped[position[0]][position[1]] = tilesMapped[position[0]-1][position[1]]
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else:
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tilesMapped[position[0]][position[1]] = self.TileWorker.get_rand_tType(tilesMapped, position)
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elif position [0] == 0:
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choice = random.randrange(1,7)
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if choice != 6 and position[1] != 0:
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tilesMapped[position[0]][position[1]] = tilesMapped[position[0]][position[1]-1]
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else:
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tilesMapped[position[0]][position[1]] = self.TileWorker.get_rand_tType(tilesMapped, position)
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else:
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choice = random.randrange(1,21)
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if choice <= 6:
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tilesMapped[position[0]][position[1]] = tilesMapped[position[0]][position[1]-1]
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elif choice >= 7 and choice <= 14:
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tilesMapped[position[0]][position[1]] = tilesMapped[position[0]-1][position[1]]
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elif choice != 20:
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choice2 = random.randrange(1,3)
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if choice2 == 1:
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tilesMapped[position[0]][position[1]] = tilesMapped[position[0]][position[1]-1]
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else:
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if position[0] != int(mapObject.get_width()):
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tilesMapped[position[0]][position[1]] = tilesMapped[position[0]+1][position[1]-1]
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else:
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tilesMapped[position[0]][position[1]] = tilesMapped[position[0]-1][position[1]-1]
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elif choice == 20:
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tilesMapped[position[0]][position[1]] = self.TileWorker.get_rand_tType(tilesMapped, position)
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print(f"{tilesMapped}")
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mappedColours = self.TileWorker.get_terrain("colours")
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for x in self.tiles.keys():
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tile = self.tiles[f"{x}"]
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if tilesMapped[tile.Position[0]][tile.Position[1]] != "":
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colour = mappedColours[f"{tilesMapped[tile.Position[0]][tile.Position[1]]}"]
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colour1, colour2, colour3 = colour[0], colour[1], colour[2]
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tile.paint_pixels(mapObject, int(colour1),int(colour2),int(colour3))
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class Tile:
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def __init__(self, Id, Pos):
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self.Id = Id
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self.Position = Pos
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self.pixels = []
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self.colour = (random.randint(0,255),random.randint(0,255),random.randint(0,255))
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def getId(self):
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return self.Id
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def add_pixel(self,pixel):
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self.pixels.append(pixel)
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def paint_pixels(self, map, r,g,b):
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for pixel in self.pixels:
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map.set_at((pixel[0],pixel[1]), (r,g,b,255))
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73
Archive/V1/Map/TileTypes.py
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Archive/V1/Map/TileTypes.py
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import random
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class TerrainWorker:
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def generateTerrain(self):
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self.terrains = []
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ocean = Terrain("ocean", (0, 102, 255), 2, True, ("plains", "forest", "hills"))
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self.terrains.append(ocean)
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lake = Terrain("lake", (0, 204, 255), 1, True, ("plains", "forest", "hills"))
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self.terrains.append(lake)
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plains = Terrain("plains", (0, 200, 0), 1, False, ("ocean", "lake", "forest", "hills", "desert"))
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self.terrains.append(plains)
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forest = Terrain("forest", (0, 100, 0), 2, False, ("ocean", "lake", "plains", "hills"))
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self.terrains.append(forest)
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hills = Terrain("hills", (102, 102, 153), 2, False, ("ocean", "lake", "plains", "forest"))
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self.terrains.append(hills)
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desert = Terrain("desert", (230, 230, 0), 1, False, ("plains", "dune"))
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self.terrains.append(desert)
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dune = Terrain("dune", (153, 153, 0), 2, False, ("desert",))
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self.terrains.append(dune)
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self.terrainNames = []
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for terrain in self.terrains:
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self.terrainNames.append(str(terrain.name))
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print(f"Added {self.terrainNames}")
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def get_terrain(self, action):
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if action == "types":
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return self.terrainNames
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if action == "colours":
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dictionary = {}
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for terrain in self.terrains:
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dictionary[terrain.name] = terrain.colour
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print(f"{dictionary}")
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return dictionary
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def get_rand_tType(self,dict,pos):
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available_terrains = []
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proximity_terrains = []
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if pos[1] == 0:
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available_terrains = self.terrainNames
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else:
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print(f"Testing: {dict[pos[0]][pos[1]-1]}")
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if dict[pos[0]][pos[1]-1] != "" and dict[pos[0]][pos[1]-1] != None:
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proximity_terrains.append(dict[pos[0]][pos[1]-1])
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print(f"Found proxy terrain: {dict[pos[0]][pos[1]-1]}")
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print(f"Testing: {dict[pos[0]+1][pos[1]-1]}")
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if dict[pos[0]+1][pos[1]-1] != "" and dict[pos[0]+1][pos[1]-1] != None:
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proximity_terrains.append(dict[pos[0]+1][pos[1]-1])
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print(f"Found proxy terrain: {dict[pos[0]+1][pos[1]-1]}")
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if proximity_terrains == []:
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print("Fixing null proxy error")
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available_terrains = self.terrainNames
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for terrain in proximity_terrains:
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print(f"Terrain using:{terrain}")
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for matchterrain in self.terrains:
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if matchterrain.name == terrain:
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print(f"Matched with Terrain successfully")
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for proxy in matchterrain.proxys:
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available_terrains.append(proxy)
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print(f"Found available terrain:{proxy}")
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tTypeNum = random.randrange(0, len(available_terrains))
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return available_terrains[tTypeNum]
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class Terrain:
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def __init__(self, name, colour, moveC, water, proxys):
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self.name = name
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self.colour = colour
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self.moveCost = moveC
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self.isWater = water
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self.proxys = proxys
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Archive/V1/Map/__pycache__/MapManager.cpython-312.pyc
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Archive/V1/Map/__pycache__/MapManager.cpython-312.pyc
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Archive/V1/Map/__pycache__/TileTypes.cpython-312.pyc
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Archive/V1/Realms/RealmManager.py
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Archive/V1/Realms/RealmManager.py
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Archive/V1/Realms/template.realm
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Archive/V1/Realms/template.realm
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Archive/V1/SFX/sample.txt
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Archive/V1/SFX/sample.txt
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Main.py
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Main.py
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import pygame
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import sys
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from threading import Thread
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sys.path.append('./Map')
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GameMap.load(map)
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screen.blit(map, maprect)
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pygame.display.flip()
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GameMap.populate(map)
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t = Thread(target=GameMap.populate, args=(map,))
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t.start()
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time2 = pygame.time.get_ticks()
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@ -81,9 +81,10 @@ class MapManager:
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currentHorizontal = 0
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currentTile = 0
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for y in range(0, mapObject.get_height()-1):
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if (y-1) % 10 == 0:
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if (y-1) % 5 == 0:
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currentVertical += 1
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currentHorizontal = 0
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print(f"Current Vertical:{currentVertical}")
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for x in range(0, mapObject.get_width()-1):
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CurCol = mapObject.get_at((x, y))
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if CurCol == (255,255,255,255):
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||||
|
|
@ -94,15 +95,15 @@ class MapManager:
|
|||
if tileprint < 20:
|
||||
print(f"Added tiles: {goodtiles}")
|
||||
tileprint += 1
|
||||
colour1 = 255
|
||||
colour2 = 0
|
||||
colour1 = 0
|
||||
colour2 = 255
|
||||
colour3 = 0
|
||||
self.tiles[f"{currentTile}"].paint_pixels(mapObject, int(colour1),int(colour2),int(colour3))
|
||||
currentTile += 1
|
||||
currentHorizontal += 1
|
||||
self.amountOfTiles = currentTile
|
||||
self.Verticals = 59
|
||||
self.Horizontals = 207
|
||||
self.Verticals = 200
|
||||
self.Horizontals = 200
|
||||
print(f"{self.tiles.keys()}")
|
||||
|
||||
def populate(self, mapObject):
|
||||
|
|
@ -120,22 +121,36 @@ class MapManager:
|
|||
if choice != 6 and position[0] != 0:
|
||||
tilesMapped[position[0]][position[1]] = tilesMapped[position[0]-1][position[1]]
|
||||
else:
|
||||
tilesMapped[position[0]][position[1]] = self.TileWorker.get_rand_tType()
|
||||
else:
|
||||
choice = random.randrange(1,12)
|
||||
if choice <= 5:
|
||||
tilesMapped[position[0]][position[1]] = self.TileWorker.get_rand_tType(tilesMapped, position)
|
||||
elif position [0] == 0:
|
||||
choice = random.randrange(1,7)
|
||||
if choice != 6 and position[1] != 0:
|
||||
tilesMapped[position[0]][position[1]] = tilesMapped[position[0]][position[1]-1]
|
||||
elif choice != 11:
|
||||
else:
|
||||
tilesMapped[position[0]][position[1]] = self.TileWorker.get_rand_tType(tilesMapped, position)
|
||||
else:
|
||||
choice = random.randrange(1,21)
|
||||
if choice <= 6:
|
||||
tilesMapped[position[0]][position[1]] = tilesMapped[position[0]][position[1]-1]
|
||||
elif choice >= 7 and choice <= 14:
|
||||
tilesMapped[position[0]][position[1]] = tilesMapped[position[0]-1][position[1]]
|
||||
elif choice == 11:
|
||||
tilesMapped[position[0]][position[1]] = self.TileWorker.get_rand_tType()
|
||||
elif choice != 20:
|
||||
choice2 = random.randrange(1,3)
|
||||
if choice2 == 1:
|
||||
tilesMapped[position[0]][position[1]] = tilesMapped[position[0]][position[1]-1]
|
||||
else:
|
||||
if position[0] != int(mapObject.get_width()):
|
||||
tilesMapped[position[0]][position[1]] = tilesMapped[position[0]+1][position[1]-1]
|
||||
else:
|
||||
tilesMapped[position[0]][position[1]] = tilesMapped[position[0]-1][position[1]-1]
|
||||
elif choice == 20:
|
||||
tilesMapped[position[0]][position[1]] = self.TileWorker.get_rand_tType(tilesMapped, position)
|
||||
print(f"{tilesMapped}")
|
||||
mappedColours = self.TileWorker.get_terrain("colours")
|
||||
for x in self.tiles.keys():
|
||||
tile = self.tiles[f"{x}"]
|
||||
if tilesMapped[tile.Position[0]][tile.Position[1]] != "":
|
||||
colour = mappedColours[f"{tilesMapped[tile.Position[0]][tile.Position[1]]}"]
|
||||
print(f"{colour}")
|
||||
colour1, colour2, colour3 = colour[0], colour[1], colour[2]
|
||||
tile.paint_pixels(mapObject, int(colour1),int(colour2),int(colour3))
|
||||
|
||||
|
|
@ -145,7 +160,6 @@ class Tile:
|
|||
def __init__(self, Id, Pos):
|
||||
self.Id = Id
|
||||
self.Position = Pos
|
||||
print(f"{Pos[0]},{Pos[1]}")
|
||||
self.pixels = []
|
||||
self.colour = (random.randint(0,255),random.randint(0,255),random.randint(0,255))
|
||||
|
||||
|
|
|
|||
|
|
@ -4,19 +4,19 @@ class TerrainWorker:
|
|||
|
||||
def generateTerrain(self):
|
||||
self.terrains = []
|
||||
ocean = Terrain("ocean", (0, 102, 255), 2, True)
|
||||
ocean = Terrain("ocean", (0, 102, 255), 2, True, ("plains", "forest", "hills"))
|
||||
self.terrains.append(ocean)
|
||||
lake = Terrain("lake", (0, 204, 255), 1, True)
|
||||
lake = Terrain("lake", (0, 204, 255), 1, True, ("plains", "forest", "hills"))
|
||||
self.terrains.append(lake)
|
||||
plains = Terrain("plains", (0, 200, 0), 1, False)
|
||||
plains = Terrain("plains", (0, 200, 0), 1, False, ("ocean", "lake", "forest", "hills", "desert"))
|
||||
self.terrains.append(plains)
|
||||
forest = Terrain("forest", (0, 100, 0), 2, False)
|
||||
forest = Terrain("forest", (0, 100, 0), 2, False, ("ocean", "lake", "plains", "hills"))
|
||||
self.terrains.append(forest)
|
||||
hills = Terrain("hills", (102, 102, 153), 2, False)
|
||||
hills = Terrain("hills", (102, 102, 153), 2, False, ("ocean", "lake", "plains", "forest"))
|
||||
self.terrains.append(hills)
|
||||
desert = Terrain("desert", (230, 230, 0), 1, False)
|
||||
desert = Terrain("desert", (230, 230, 0), 1, False, ("plains", "dune"))
|
||||
self.terrains.append(desert)
|
||||
dune = Terrain("dune", (153, 153, 0), 2, False)
|
||||
dune = Terrain("dune", (153, 153, 0), 2, False, ("desert",))
|
||||
self.terrains.append(dune)
|
||||
self.terrainNames = []
|
||||
for terrain in self.terrains:
|
||||
|
|
@ -31,16 +31,61 @@ class TerrainWorker:
|
|||
dictionary = {}
|
||||
for terrain in self.terrains:
|
||||
dictionary[terrain.name] = terrain.colour
|
||||
print(f"{dictionary}")
|
||||
return dictionary
|
||||
|
||||
def get_rand_tType(self):
|
||||
tTypeNum = random.randrange(0, len(self.terrains))
|
||||
return self.terrainNames[tTypeNum]
|
||||
def biomebalance(self, biome):
|
||||
if biome == "ocean":
|
||||
return 2
|
||||
if biome == "lake":
|
||||
return 3
|
||||
if biome == "plains":
|
||||
return 5
|
||||
if biome == "forest":
|
||||
return 4
|
||||
if biome == "hills":
|
||||
return 3
|
||||
if biome == "desert":
|
||||
return 2
|
||||
if biome == "dune":
|
||||
return 1
|
||||
|
||||
|
||||
def get_rand_tType(self,dict,pos):
|
||||
available_terrains = []
|
||||
proximity_terrains = []
|
||||
if pos[1] == 0:
|
||||
available_terrains = self.terrainNames
|
||||
else:
|
||||
print(f"Testing: {dict[pos[0]][pos[1]-1]}")
|
||||
if dict[pos[0]][pos[1]-1] != "" and dict[pos[0]][pos[1]-1] != None:
|
||||
proximity_terrains.append(dict[pos[0]][pos[1]-1])
|
||||
print(f"Found proxy terrain: {dict[pos[0]][pos[1]-1]}")
|
||||
print(f"Testing: {dict[pos[0]+1][pos[1]-1]}")
|
||||
if dict[pos[0]+1][pos[1]-1] != "" and dict[pos[0]+1][pos[1]-1] != None:
|
||||
proximity_terrains.append(dict[pos[0]+1][pos[1]-1])
|
||||
print(f"Found proxy terrain: {dict[pos[0]+1][pos[1]-1]}")
|
||||
if proximity_terrains == []:
|
||||
print("Fixing null proxy error")
|
||||
available_terrains = self.terrainNames
|
||||
for terrain in proximity_terrains:
|
||||
print(f"Terrain using:{terrain}")
|
||||
for matchterrain in self.terrains:
|
||||
if matchterrain.name == terrain:
|
||||
print(f"Matched with Terrain successfully")
|
||||
for proxy in matchterrain.proxys:
|
||||
for x in range(0, self.biomebalance(proxy)):
|
||||
available_terrains.append(proxy)
|
||||
print(f"Found available terrain:{proxy}")
|
||||
|
||||
tTypeNum = random.randrange(0, len(available_terrains))
|
||||
return available_terrains[tTypeNum]
|
||||
|
||||
class Terrain:
|
||||
|
||||
def __init__(self, name, colour, moveC, water):
|
||||
def __init__(self, name, colour, moveC, water, proxys):
|
||||
self.name = name
|
||||
self.colour = colour
|
||||
self.moveCost = moveC
|
||||
self.isWater = water
|
||||
self.proxys = proxys
|
||||
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Add table
Add a link
Reference in a new issue