CountDuchKing/Map/MapManager.py
Hannah-Dagemark 808e806b6a Commit 17/03-24
Altered the image generation to now also generate terrain, however it is broken and has "red spots" where terrain fails to generate. Will look further into it and fix next time. Terrain regen also doesn't properly "blob" but has more of a tendency to form mesh-grids
2024-03-17 21:08:44 +01:00

161 lines
6.3 KiB
Python

import random
import TileTypes
class MapManager:
def tileChecker(self, x, y, map):
list = []
CurY = y
CurX = x
RelX = 0
RelY = 0
floor = False
contact = False
while not floor:
if map.get_at((CurX, CurY)) == (255,255,255,255) and y != 0:
list.append((CurX,CurY))
while not contact:
if CurX+RelX-1 >= 0:
RelX -= 1
else:
contact = True
if map.get_at((CurX+RelX, CurY)) == (0,0,0,255):
contact = True
if map.get_at((CurX+RelX, CurY)) == (255,255,255,255):
list.append((CurX+RelX,CurY))
contact = False
RelX = 0
while not contact:
if CurX+RelX+1 < map.get_width():
RelX += 1
else:
contact = True
if map.get_at((CurX+RelX, CurY)) == (0,0,0,255):
contact = True
if map.get_at((CurX+RelX, CurY)) == (255,255,255,255):
list.append((CurX+RelX,CurY))
if CurY+1 < map.get_height():
CurY += 1
else:
floor = True
contact = False
RelX = 0
elif map.get_at((CurX, CurY)) == (255,255,255,255) and y == 0:
list.append((CurX,CurY))
contact = False
contactB = False
RelX = 0
RelY = 0
while not contact:
if map.get_at((CurX+RelX, CurY)) == (0,0,0,255):
contact = True
if map.get_at((CurX+RelX, CurY)) == (255,255,255,255):
list.append((CurX+RelX,CurY))
while not contactB:
if CurY+RelY+1 < map.get_height():
RelY += 1
else:
contactB = True
if map.get_at((CurX+RelX, CurY+RelY)) == (255,255,255,255):
list.append((CurX+RelX,CurY+RelY))
else:
contactB = True
if CurX+RelX+1 < map.get_width():
RelX += 1
else:
contact = True
contactB = False
RelY = 0
contact = False
floor = True
RelX = 0
else:
floor = True
return list
def load(self,mapObject):
print("Loading map")
self.tiles = {}
tileprint = 0
currentVertical = 0
currentHorizontal = 0
currentTile = 0
for y in range(0, mapObject.get_height()-1):
if (y-1) % 10 == 0:
currentVertical += 1
currentHorizontal = 0
for x in range(0, mapObject.get_width()-1):
CurCol = mapObject.get_at((x, y))
if CurCol == (255,255,255,255):
self.tiles[f"{currentTile}"] = Tile(currentTile,(currentHorizontal,currentVertical))
goodtiles = self.tileChecker(x, y, mapObject)
for pixel in goodtiles:
self.tiles[f"{currentTile}"].add_pixel(pixel)
if tileprint < 20:
print(f"Added tiles: {goodtiles}")
tileprint += 1
colour1 = 255
colour2 = 0
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
print(f"{self.tiles.keys()}")
def populate(self, mapObject):
print("Populating map")
print("Loading terrains...")
self.TileWorker = TileTypes.TerrainWorker()
self.TileWorker.generateTerrain()
tilesMapped = [["" for i in range(self.Verticals)] for j in range(self.Horizontals)]
types = self.TileWorker.get_terrain("types")
for tile in self.tiles.keys():
position = self.tiles[f"{tile}"].Position
print(f"{position}")
if position[1] == 0:
choice = random.randrange(1,7)
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]] = tilesMapped[position[0]][position[1]-1]
elif choice != 11:
tilesMapped[position[0]][position[1]] = tilesMapped[position[0]-1][position[1]]
elif choice == 11:
tilesMapped[position[0]][position[1]] = self.TileWorker.get_rand_tType()
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))
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))
def getId(self):
return self.Id
def add_pixel(self,pixel):
self.pixels.append(pixel)
def paint_pixels(self, map, r,g,b):
for pixel in self.pixels:
map.set_at((pixel[0],pixel[1]), (r,g,b,255))