Linting
This commit is contained in:
		@@ -20,14 +20,15 @@ DEFAULT_PARAMS = {
 | 
			
		||||
    "max_h_corr": 12,
 | 
			
		||||
    "large_circular_room": .10,
 | 
			
		||||
    "circular_holes": .5,
 | 
			
		||||
    "loop_tries" : 40,
 | 
			
		||||
    "loop_max" : 5,
 | 
			
		||||
    "loop_threshold" : 15,
 | 
			
		||||
    "spawn_per_region" : [1, 2],
 | 
			
		||||
    "loop_tries": 40,
 | 
			
		||||
    "loop_max": 5,
 | 
			
		||||
    "loop_threshold": 15,
 | 
			
		||||
    "spawn_per_region": [1, 2],
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
def dist(level, y1, x1, y2, x2):
 | 
			
		||||
    copy = [[t for t in l] for l in level]
 | 
			
		||||
 | 
			
		||||
def dist(level: List[List[Tile]], y1: int, x1: int, y2: int, x2: int) -> int:
 | 
			
		||||
    copy = [[t for t in row] for row in level]
 | 
			
		||||
    dist = -1
 | 
			
		||||
    queue, next_queue = [[y1, x1]], [0]
 | 
			
		||||
    while next_queue:
 | 
			
		||||
@@ -36,7 +37,7 @@ def dist(level, y1, x1, y2, x2):
 | 
			
		||||
        while queue:
 | 
			
		||||
            y, x = queue.pop()
 | 
			
		||||
            copy[y][x] = Tile.EMPTY
 | 
			
		||||
            if y == y2 and x == x2: 
 | 
			
		||||
            if y == y2 and x == x2:
 | 
			
		||||
                return dist
 | 
			
		||||
            for y, x in Map.neighbourhood(copy, y, x):
 | 
			
		||||
                if copy[y][x].can_walk():
 | 
			
		||||
@@ -44,6 +45,7 @@ def dist(level, y1, x1, y2, x2):
 | 
			
		||||
        queue = next_queue
 | 
			
		||||
    return -1
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
class Generator:
 | 
			
		||||
    def __init__(self, params: dict = None):
 | 
			
		||||
        self.params = params or DEFAULT_PARAMS
 | 
			
		||||
@@ -89,7 +91,7 @@ class Generator:
 | 
			
		||||
                    level[y - door_y + ry][x - door_x + rx] = Tile.FLOOR
 | 
			
		||||
 | 
			
		||||
    @staticmethod
 | 
			
		||||
    def add_loop(level: List[List[Tile]], y: int, x: int) -> None:
 | 
			
		||||
    def add_loop(level: List[List[Tile]], y: int, x: int) -> bool:
 | 
			
		||||
        h, w = len(level), len(level[0])
 | 
			
		||||
        if level[y][x] != Tile.EMPTY:
 | 
			
		||||
            return False
 | 
			
		||||
@@ -106,18 +108,21 @@ class Generator:
 | 
			
		||||
 | 
			
		||||
            # if adding the path would make the two tiles significantly closer
 | 
			
		||||
            # and its sides don't touch already placed terrain, build it
 | 
			
		||||
            def verify_sides():
 | 
			
		||||
                for Dx, Dy in [[dy, dx], [-dy, -dx]]:
 | 
			
		||||
                    for i in range(1, y2-y1+x2-x1):
 | 
			
		||||
                        if not(0<= y1+Dy+i*dy < h and 0 <= x1+Dx+i*dx < w) or \
 | 
			
		||||
                                level[y1+Dy+i*dy][x1+Dx+i*dx].can_walk():
 | 
			
		||||
            def verify_sides() -> bool:
 | 
			
		||||
                for delta_x, delta_y in [[dy, dx], [-dy, -dx]]:
 | 
			
		||||
                    for i in range(1, y2 - y1 + x2 - x1):
 | 
			
		||||
                        if not (0 <= y1 + delta_y + i * dy < h
 | 
			
		||||
                                and 0 <= x1 + delta_x + i * dx < w) or \
 | 
			
		||||
                                level[y1 + delta_y + i * dy][x1 + delta_x
 | 
			
		||||
                                                             + i * dx]\
 | 
			
		||||
                                .can_walk():
 | 
			
		||||
                            return False
 | 
			
		||||
                return True
 | 
			
		||||
            if dist(level, y1, x1, y2, x2) < 20 and verify_sides():
 | 
			
		||||
                y, x = y1+dy, x1+dx
 | 
			
		||||
                y, x = y1 + dy, x1 + dx
 | 
			
		||||
                while level[y][x] == Tile.EMPTY:
 | 
			
		||||
                    level[y][x] = Tile.FLOOR
 | 
			
		||||
                    y, x = y+dy, x+dx
 | 
			
		||||
                    y, x = y + dy, x + dx
 | 
			
		||||
                return True
 | 
			
		||||
        return False
 | 
			
		||||
 | 
			
		||||
@@ -143,7 +148,8 @@ class Generator:
 | 
			
		||||
        return 0, 0, 0, 0
 | 
			
		||||
 | 
			
		||||
    @staticmethod
 | 
			
		||||
    def build_door(room, y, x, dy, dx, length):
 | 
			
		||||
    def build_door(room: List[List[Tile]], y: int, x: int,
 | 
			
		||||
                   dy: int, dx: int, length: int) -> bool:
 | 
			
		||||
        rh, rw = len(room), len(room[0])
 | 
			
		||||
        # verify we are pointing away from a floor tile
 | 
			
		||||
        if not(0 <= y - dy < rh and 0 <= x - dx < rw) \
 | 
			
		||||
@@ -155,7 +161,7 @@ class Generator:
 | 
			
		||||
            if 0 <= ny < rh and 0 <= nx < rw \
 | 
			
		||||
                    and room[ny][nx] != Tile.EMPTY:
 | 
			
		||||
                return False
 | 
			
		||||
        for i in range(length+1):
 | 
			
		||||
        for i in range(length + 1):
 | 
			
		||||
            if room[y + i * dy][x + i * dx] != Tile.EMPTY:
 | 
			
		||||
                return False
 | 
			
		||||
        for i in range(length):
 | 
			
		||||
@@ -163,8 +169,8 @@ class Generator:
 | 
			
		||||
        return True
 | 
			
		||||
 | 
			
		||||
    @staticmethod
 | 
			
		||||
    def attach_door(room: List[List[Tile]], h_sup: int, w_sup: int, 
 | 
			
		||||
            h_off: int, w_off: int) -> Tuple[int, int, int, int]:
 | 
			
		||||
    def attach_door(room: List[List[Tile]], h_sup: int, w_sup: int,
 | 
			
		||||
                    h_off: int, w_off: int) -> Tuple[int, int, int, int]:
 | 
			
		||||
        length = h_sup + w_sup
 | 
			
		||||
        dy, dx = 0, 0
 | 
			
		||||
        if length > 0:
 | 
			
		||||
@@ -228,7 +234,7 @@ class Generator:
 | 
			
		||||
            -> Tuple[List[list], int, int, int, int]:
 | 
			
		||||
        return self.create_circular_room()
 | 
			
		||||
 | 
			
		||||
    def register_spawn_area(self, area:List[List[Tile]]):
 | 
			
		||||
    def register_spawn_area(self, area: List[List[Tile]]) -> None:
 | 
			
		||||
        spawn_positions = []
 | 
			
		||||
        for y, line in enumerate(area):
 | 
			
		||||
            for x, tile in enumerate(line):
 | 
			
		||||
@@ -236,13 +242,13 @@ class Generator:
 | 
			
		||||
                    spawn_positions.append([y, x])
 | 
			
		||||
        self.queued_area = spawn_positions
 | 
			
		||||
 | 
			
		||||
    def update_spawnable(self, y, x):
 | 
			
		||||
        if self.queued_area != None:
 | 
			
		||||
            translated_area = [[y+ry, x+rx] for ry, rx in self.queued_area]
 | 
			
		||||
    def update_spawnable(self, y: int, x: int) -> None:
 | 
			
		||||
        if self.queued_area is not None:
 | 
			
		||||
            translated_area = [[y + ry, x + rx] for ry, rx in self.queued_area]
 | 
			
		||||
            self.spawn_areas.append(translated_area)
 | 
			
		||||
        self.queued_area = None
 | 
			
		||||
 | 
			
		||||
    def populate(self, rv):
 | 
			
		||||
    def populate(self, rv: Map) -> None:
 | 
			
		||||
        min_c, max_c = self.params["spawn_per_region"]
 | 
			
		||||
        for region in self.spawn_areas:
 | 
			
		||||
            entity_count = randint(min_c, max_c)
 | 
			
		||||
@@ -259,7 +265,7 @@ class Generator:
 | 
			
		||||
 | 
			
		||||
        # the starting room must have no corridor
 | 
			
		||||
        mem, self.params["corridor_chance"] = self.params["corridor_chance"], 0
 | 
			
		||||
        starting_room, _, _, _, _ = self.create_random_room(spawnable = False)
 | 
			
		||||
        starting_room, _, _, _, _ = self.create_random_room(spawnable=False)
 | 
			
		||||
        dim_v, dim_h = len(starting_room), len(starting_room[0])
 | 
			
		||||
        pos_y, pos_x = randint(0, height - dim_v - 1),\
 | 
			
		||||
            randint(0, width - dim_h - 1)
 | 
			
		||||
@@ -297,7 +303,7 @@ class Generator:
 | 
			
		||||
        while tries < self.params["loop_tries"] and \
 | 
			
		||||
                loops < self.params["loop_max"]:
 | 
			
		||||
            tries += 1
 | 
			
		||||
            y, x = randint(0, height-1), randint(0, width-1)
 | 
			
		||||
            y, x = randint(0, height - 1), randint(0, width - 1)
 | 
			
		||||
            loops += self.add_loop(level, y, x)
 | 
			
		||||
 | 
			
		||||
        # place an exit ladder
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user