AI-Project/survival/generators/tile_generator.py

74 lines
3.0 KiB
Python

import random
from survival.biomes.biome_data import BiomeData
from survival.biomes.biome_preset import BiomePreset
from survival.biomes.noise import generate_noise
from survival.tile import Tile
class TileGenerator:
Tiles = {
"Grass1": Tile(origin=(0, 0), cost=1),
"Grass2": Tile(origin=(32, 0), cost=1),
"Grass3": Tile(origin=(64, 0), cost=1),
"Grass4": Tile(origin=(96, 0), cost=1),
"Sand": Tile(origin=(64, 64), cost=20),
"Puddle": Tile(origin=(96, 64), cost=20),
}
TilesValues = list(Tiles.values())
Biomes = [
BiomePreset("Desert", min_height=0.2, min_moisture=0, min_heat=0.5, tiles=[Tiles["Grass1"], Tiles["Grass2"],
Tiles["Grass3"], Tiles["Grass4"]]),
BiomePreset("Forest", min_height=0.2, min_moisture=0.4, min_heat=0.4, tiles=[Tiles["Sand"]]),
BiomePreset("Grassland", min_height=0.2, min_moisture=0.5, min_heat=0.3, tiles=[Tiles["Sand"]]),
BiomePreset("Marsh", min_height=0.3, min_moisture=0.5, min_heat=0.62, tiles=[Tiles["Puddle"]]),
BiomePreset("Ocean", min_height=0, min_moisture=0, min_heat=0, tiles=[Tiles["Sand"]]),
BiomePreset("Tundra", min_height=0.2, min_moisture=0, min_heat=0, tiles=[Tiles["Puddle"]])
]
@staticmethod
def get_random_tile():
tile = random.choice(TileGenerator.TilesValues)
return Tile(origin=tile.origin, cost=tile.cost)
@staticmethod
def generate_random_tiles(width: int, height: int) -> list[list[Tile]]:
return [[TileGenerator.get_random_tile() for _ in range(width)] for _ in range(height)]
@staticmethod
def generate_biome_tiles(width: int, height: int):
seed = random.randint(0, 9999999)
octaves = 10
height_map = generate_noise(width, height, octaves, seed)
moisture_map = generate_noise(width, height, octaves, seed)
heat_map = generate_noise(width, height, octaves, seed)
return [[TileGenerator.get_biome(height_map[y][x], moisture_map[y][x], heat_map[y][x]).get_new_tile() for x in
range(width)] for y in range(height)]
@staticmethod
def get_biome(height, moisture, heat) -> BiomePreset:
matching_biomes = list()
for biome in TileGenerator.Biomes:
if biome.match_conditions(height, moisture, heat):
matching_biomes.append(BiomeData(biome))
current_value = 0
found_biome = None
for biome in matching_biomes:
if found_biome is None:
found_biome = biome.biome
current_value = biome.get_diff_value(height, moisture, heat)
elif biome.get_diff_value(height, moisture, heat) < current_value:
found_biome = biome.biome
current_value = biome.get_diff_value(height, moisture, heat)
if found_biome is None:
found_biome = TileGenerator.Biomes[0]
return found_biome