CountDuchKing/Map/MapManager.py
Zaponium cbc07fdf16 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.
2024-03-19 00:49:20 +01:00

175 lines
7.3 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) % 5 == 0:
currentVertical += 1
currentHorizontal = 0
print(f"Current Vertical:{currentVertical}")
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 = 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 = 200
self.Horizontals = 200
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(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]
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 != 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]]}"]
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
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))