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Generates a 2D map - randomly generated terrain
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# -*- coding: utf-8 -*- | |
import random | |
HEIGHT = 32 | |
BLOCK, VOID = True, False | |
class Block: | |
blocks = [] | |
def __init__(self, ID, rep='█'): | |
self.ID = ID | |
self.rep = rep | |
Block.blocks.append(self) | |
def __str__(self): | |
return self.rep | |
def __repr__(self): | |
return self.rep | |
def __bool__(self): | |
return bool(self.ID) | |
# Base blocks | |
AIR = Block(ID=0, rep=' ') | |
STONE = Block(ID=1, rep='█') | |
DIRT = Block(ID=2, rep='▒') | |
GRASS = Block(ID=3, rep='▓') | |
COBBLE = Block(ID=4) | |
class Mineral(Block): | |
blocks = [] | |
probs = [STONE] * 100 | |
def __init__(self, ID, strat=range(0, HEIGHT), prob=1.0, rep='█'): | |
super().__init__(ID, rep) | |
self.strat = strat | |
self.prob = prob | |
Mineral.add_block(self) | |
@classmethod | |
def add_block(cls, block): | |
cls.blocks.append(block) | |
cls.probs = [] | |
for block in cls.blocks: | |
cls.probs += [block] * block.prob | |
while len(cls.probs) < 1000: | |
cls.probs.append(STONE) | |
# Minerals | |
SAPHIR = Mineral(ID=5, strat=range(0, 10), prob=3, rep='S') | |
EMERALD = Mineral(ID=6, strat=range(0, 10), prob=3, rep='E') | |
RUBY = Mineral(ID=7, strat=range(0, 10), prob=3, rep='R') | |
DIAMOND = Mineral(ID=8, strat=range(0, 3), prob=1, rep='D') | |
GOLD = Mineral(ID=9, strat=range(0, 7), prob=2, rep='G') | |
def geology(array): | |
new_array = array[:] | |
what_can_be_in = lambda depth: [(block if (random.randint(0, 100) in range(block.prob)) and (len(new_array)-depth in block.strat) else STONE) for block in Mineral.blocks] | |
distance_from_surface = lambda x, y: len([line[x] for line in array[y::-1] if line[x]]) | |
for y, line in enumerate(new_array): | |
for x, block in enumerate(line): | |
if block: | |
if distance_from_surface(x, y) > random.randint(3, 5): | |
new_block = STONE | |
elif distance_from_surface(x, y) == 1: | |
new_block = GRASS | |
else: | |
new_block = DIRT | |
new_array[y][x] = new_block | |
else: | |
new_array[y][x] = AIR | |
for y, line in enumerate(new_array): | |
for x, block in enumerate(line): | |
if block is STONE: | |
new_array[y][x] = random.choice(what_can_be_in(y)) | |
return new_array | |
def generate(length, flatness, height=range(1, 16), headstart=8, deniv=1): | |
array = [[VOID for iy in range(height.stop)] for ix in range(length)] | |
mem = length * [0] | |
mem[0] = headstart | |
r = list(range(-deniv, deniv+1)) | |
turns = 0 | |
for x in range(1, length): | |
same = 0 | |
for col in mem[:x-1:-1]: | |
if col == mem[x]: | |
same += 1 | |
else: | |
break | |
new = (not random.randint(0, flatness//same)) * random.choice(r) | |
mem[x] = mem[x-1] + new | |
while mem[x] not in height: | |
if mem[x] < height.start: | |
mem[x] += 1 | |
else: | |
mem[x] -= 1 | |
if new < 0: | |
r = list(range(-deniv, 0)) + [0] * flatness | |
turns = flatness | |
elif new > 0: | |
r = list(range(1, deniv+1)) + [0] * flatness | |
turns = flatness | |
turns -= 1 | |
if turns == 0: | |
r = list(range(-deniv, deniv+1)) | |
for x, h in enumerate(mem): | |
array[x] = [BLOCK] * h + [VOID] * (len(array[x]) - h) | |
width = len(array) | |
height = len(array[0]) | |
array = [[array[width-1 - x][y] for x in range(width)][::-1] for y in range(height)][::-1] | |
return array | |
def print_array(array): | |
rep = '' | |
for line in array: | |
for elt in line: | |
rep += elt.rep | |
rep += '\n' | |
print(rep) | |
if __name__ == '__main__': | |
import sys | |
length, flatness, height = map(int, sys.argv[1:4]) | |
headstart, deniv = height//2, 1 | |
try: | |
headstart = int(sys.argv[4]) | |
deniv = int(sys.argv[5]) | |
except IndexError: | |
pass | |
noise = generate(length, flatness, range(1, height), headstart, deniv) | |
print_array(geology(noise)) |
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