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.
175 lines
7.3 KiB
Python
175 lines
7.3 KiB
Python
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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