mirror of
https://github.com/csd4ni3l/connect-the-current.git
synced 2026-01-01 04:13:41 +01:00
make corners straight use straight lines instead of arcs, add randomized level generator finally, make default difficulties bigger, make main menu buttons smaller, other fixes and improvements
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129
game/level_generator.py
Normal file
129
game/level_generator.py
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import random
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from utils.constants import ROTATIONS, NEIGHBOURS, DIRECTIONS
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from collections import deque
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def in_bounds(x, y, size):
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return 0 <= x < size and 0 <= y < size
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def classify_tile(conns):
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for rotation, connections in NEIGHBOURS.items():
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if conns == connections:
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for cell_type, rotations in ROTATIONS.items():
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if rotation in rotations:
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return cell_type
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print(f"Unknown: {conns}")
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return "cross"
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def add_cycles(conns, num_cycles):
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size = len(conns)
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added = 0
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attempts = 0
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max_attempts = num_cycles * 20
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while added < num_cycles and attempts < max_attempts:
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attempts += 1
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x, y = random.randint(0, size-1), random.randint(0, size-1)
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dirs = list(DIRECTIONS.items())
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random.shuffle(dirs)
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for d, (dx, dy, opposite) in dirs:
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nx, ny = x + dx, y + dy
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if in_bounds(nx, ny, size) and d not in conns[y][x]:
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conns[y][x].add(d)
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conns[ny][nx].add(opposite)
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added += 1
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break
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return conns
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def pick_random_cells(size, count, avoid=None):
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all_cells = [(x, y) for y in range(size) for x in range(size)]
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if avoid:
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all_cells = [c for c in all_cells if c not in avoid]
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random.shuffle(all_cells)
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return all_cells[:count]
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def generate_spanning_tree_with_dead_ends(size, num_dead_ends):
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if num_dead_ends > size * size - 1:
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num_dead_ends = size * size - 1
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grid = [[set() for _ in range(size)] for _ in range(size)]
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all_cells = [(x, y) for y in range(size) for x in range(size)]
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random.shuffle(all_cells)
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start = all_cells[0]
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stack = [start]
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visited = {start}
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leaf_candidates = []
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while len(visited) < size * size:
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if not stack:
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unvisited = [c for c in all_cells if c not in visited]
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if unvisited:
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stack.append(unvisited[0])
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visited.add(unvisited[0])
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x, y = stack[-1]
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dirs = list(DIRECTIONS.items())
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random.shuffle(dirs)
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found = False
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for d, (dx, dy, opposite) in dirs:
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nx, ny = x + dx, y + dy
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if in_bounds(nx, ny, size) and (nx, ny) not in visited:
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grid[y][x].add(d)
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grid[ny][nx].add(opposite)
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visited.add((nx, ny))
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stack.append((nx, ny))
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found = True
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break
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if not found:
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if len(grid[y][x]) == 1:
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leaf_candidates.append((x, y))
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stack.pop()
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leaf_nodes = leaf_candidates[:num_dead_ends]
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for y in range(size):
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for x in range(size):
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if (x, y) not in leaf_nodes and len(grid[y][x]) < 2:
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dirs = list(DIRECTIONS.items())
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random.shuffle(dirs)
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for d, (dx, dy, opposite) in dirs:
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nx, ny = x + dx, y + dy
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if in_bounds(nx, ny, size) and d not in grid[y][x]:
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grid[y][x].add(d)
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grid[ny][nx].add(opposite)
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if len(grid[y][x]) >= 2:
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break
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return grid, leaf_nodes
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def generate_map(size, source_count, house_count, cycles=15):
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conns, dead_ends = generate_spanning_tree_with_dead_ends(size, house_count)
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conns = add_cycles(conns, cycles)
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houses = dead_ends[:house_count]
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available_cells = [(x, y) for y in range(size) for x in range(size)
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if (x, y) not in houses]
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random.shuffle(available_cells)
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sources = available_cells[:source_count]
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grid = []
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for y in range(size):
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grid.append([])
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for x in range(size):
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if (x, y) in sources:
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grid[-1].append("power_source")
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elif (x, y) in houses:
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grid[-1].append("house")
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else:
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grid[-1].append(classify_tile(conns[y][x]))
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return grid
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