python实现地牢迷宫生成的完整步骤

时间:2021-08-02 17:44:16

基本属性

定义当前地牢的等级,地图长宽,房间数量,房间的最小最大长度,如下

class Map:
  def __init__(self):
      self.width = 30
      self.heigh = 30
      self.level = 1
      self.roomNum = 5
      self.map = np.zeros((self.heigh,self.width))
      self.roomMin = 3
      self.roomMax = 11

 

生成房间

编写initRoom()随机生成房间,限制最多循环次数,为了简单起见,先做一个不会重叠的房间。基本思路是:随机房间的中心点,随机房间的长宽,再进行判断房间有无重叠(在后续会生成通道,简单起见在这里也保证房间不会紧贴),若无重叠,房间有效,房间数加1。贴代码

  def initRoom(self):
      count = 0
      roomCount = 1
      while True:
          count += 1
          if count > 300:
              break
          if roomCount > self.roomNum:
              break
          x = random.randint(1,self.width-1)
          y = random.randint(1,self.heigh-1)
          wd = random.randint(self.roomMin,self.roomMax)
          ht = random.randint(self.roomMin, self.roomMax)
          r1 = ceil(y - ht/2)
          r2 = ceil(y + ht/2)
          c1 = ceil(x - wd/2)
          c2 = ceil(x + wd/2)
          if r1 < 1:
              r1 = 1
          if r2 >= self.heigh - 1:
              r2 = self.heigh - 2
          if c1 < 1:
              c1 = 1
          if c2 >= self.width - 1:
              c2 = self.width - 2
          w = c2 - c1 + 1
          h = r2 - r1 + 1
          if h / w >= 3 or w / h >= 3: #保证房间不是细长的
              continue
          judge = self.isValidRoom(r1,r2,c1,c2)
          if judge == 0:
              roomCount += 1
              self.room.append(Room(r1,r2,c1,c2))
              for i in range(r1,r2):
                  for j in range(c1,c2):
                      self.map[i,j] = 1
                      
  def isValidRoom(self,r1,r2,c1,c2):
      #检测有无覆盖
      for i in range(r1,r2):
          for j in range(c1,c2):
              if self.map[i,j] == 1:
                  return -1
      #检测有无紧贴房间
      for i in range(r1,r2):
          if self.map[i,c1-1] == 1 or self.map[i,c2+1] == 1:
              return 2
      for i in range(c1,c2):
          if self.map[r1-1,i] == 1 or self.map[r2+1,i] == 1:
              return 2
      return 0

看一下效果

python实现地牢迷宫生成的完整步骤

 

生成墙壁

编写initTile()生成包围房间和通道的墙壁,直接贴代码

  def initTile(self):
      offset = [[-1,0],[0,-1],[1,0],[0,1],[-1,-1],[1,1],[1,-1],[-1,1]]
      for i in range(self.heigh):
          for j in range(self.width):
              if self.map[i,j] == 0:
                  tag = 0
                  for it in offset:
                      if i+it[0] >= self.heigh or j+it[1] >= self.width or i+it[0] < 0 or j+it[1] < 0:
                          continue
                      if self.map[i+it[0],j+it[1]] != 3 and self.map[i+it[0],j+it[1]] != 4:
                          tag += self.map[i+it[0],j+it[1]]
                  if tag:
                      self.map[i,j] = 3

效果

python实现地牢迷宫生成的完整步骤

 

生成门口

随机选取房间的一个外围点当做房门,思路是在房间的长宽内随机两个数作为偏移量,预定义好四个方向的覆盖模板对偏移量进行加权和偏置,在这里我编写房间的类,加进地图的属性列表里。

除此之外,房间连通的思路是:在所有房间列表中随机抽出两个房间,将这两个房间连通,再随机选一个房间加回原来的房间列表,直至最后列表里只剩下一个房间。那么现在先来生成房门,代码如下

class Room():
  def __init__(self,r1,r2,c1,c2):
      w = c2 - c1
      h = r2 - r1
      self.width = w
      self.height = h
      self.cx = c1 + ceil(w/2)
      self.cy = r1 + ceil(h/2)
      self.xStart = c1
      self.xEnd = c2 - 1
      self.yStart = r1
      self.yEnd = r2 - 1

  def randomTile(self):
      direction = random.randint(0,3)
      dir = [[0,1,-1,0],[1,0,0,-1],[1,0,0,self.height],[0,1,self.width,0]]
      x_off = random.randint(0,self.width-1)
      y_off = random.randint(0,self.height-1)
      x = self.xStart + x_off*dir[direction][0] + dir[direction][2]
      y = self.yStart + y_off*dir[direction][1] + dir[direction][3]
      if y == 0 or x == 0:
          return self.randomTile()
      else:
          return [y,x]
class Map:
  def initPath(self):
      #初始化门
      rm = self.room.copy()
      while len(rm) > 1:
          r1 = random.choice(rm)
          rm.remove(r1)
          r2 = random.choice(rm)
          rm.remove(r2)
          point0 = r1.randomTile()
          while point0[0] == self.heigh-1 or point0[1] == self.width-1:
              point0 = r1.randomTile()
          self.map[point0[0],point0[1]] = 2
          self.door.append(point0)
          self.breakTile(point0)
          point1 = r2.randomTile()
          while point1[0] == self.heigh-1 or point1[1] == self.width-1:
              point1 = r2.randomTile()
          self.map[point1[0],point1[1]] = 2
          self.breakTile(point1)
          self.door.append(point1)
          rn = random.randint(0,1)
          #a*算法寻找从point0到point1的路径
          #self.aStar(point0,point1)
          if rn == 0:
              rm.append(r1)
          else:
              rm.append(r2)
              
  def breakTile(self,p):
      # 打通堵住的周围的墙壁
      if self.map[p[0] - 1, p[1]] == 1 and self.map[p[0] + 1, p[1]] == 3:
          self.map[p[0] + 1, p[1]] = 2
      elif self.map[p[0], p[1] - 1] == 1 and self.map[p[0], p[1] + 1] == 3:
          self.map[p[0], p[1] + 1] = 2
      elif self.map[p[0] + 1, p[1]] == 1 and self.map[p[0] - 1, p[1]] == 3:
          self.map[p[0] - 1, p[1]] = 2
      elif self.map[p[0], p[1] + 1] == 1 and self.map[p[0], p[1] - 1] == 3:
          self.map[p[0], p[1] - 1] = 2

看下效果

python实现地牢迷宫生成的完整步骤

 

生成通道

接着完善上述函数,在随机选取房门后,连接两个房门。

在这我选择的是A星算法,打通两个房门,直接上代码

  def aStar(self,p0,p1):
      open_list = []
      close_list = []
      offset = [[-1,0],[0,-1],[1,0],[0,1]]
      f = h = abs(p0[0] - p1[0]) * 10 + abs(p0[1] - p1[1]) * 10
      g = 0

      def isInClose(p):
          for it in close_list:
              if it.value[3] == p:
                  return True
          return False
      def isInOpen(p):
          for it in open_list:
              if it.value[3] == p:
                  return True
          return False
      def findFather(p):
          for it in close_list:
              if it.value[3] == p:
                  return it.value[4]
          return [-1,-1]
      def findInOpen(p):
          for it in open_list:
              if it.value[3] == p:
                  return it
          return None

      open_list.append(Node([f,g,h,p0,[-1,-1]]))
      while open_list:
          #for it in open_list:
          #    print(it.value)
          open_list.sort(key=(lambda x:x.value[0]))
          f_min = open_list[0]
          close_list.append(f_min)
          open_list.remove(f_min)
          for it in offset:
              p2 = [f_min.value[3][0]+it[0], f_min.value[3][1]+it[1]]
              if p2[0] == p1[0] and p2[1] == p1[1]:
                  #找到
                  close_list.append(Node([f,g,h,p2,f_min]))
                  p_father = f_min.value[3]
                  while True:
                      self.map[p_father[0],p_father[1]] = 2
                      p_father = findFather(p_father)
                      if p_father[0] == -1:
                          break
                  self.map[p0[0], p0[1]] = 4
                  return
              if p2[0] < 0 or p2[0] >= self.heigh or p2[1] < 0 or p2[1] >= self.width:
                  continue
              if (self.map[p2[0],p2[1]] != 0 and self.map[p2[0],p2[1]] != 2 and self.map[p2[0],p2[1]] != 4) or isInClose(p2):
                  continue
              h = abs(p2[0] - p1[0]) * 10 + abs(p2[1] - p1[1]) * 10
              g = f_min.value[1] + 10
              f = h + g
              if not isInOpen(p2):
                  open_list.append(Node([f,g,h,p2,f_min.value[3]]))
              else:
                  #比较最小的G 值
                  temp = findInOpen(p2)
                  if g < temp.value[1]:
                      open_list.remove(temp)
                      open_list.append(Node([f,g,h,p2,f_min.value[3]]))

效果

python实现地牢迷宫生成的完整步骤

这样,一个随机房间的地牢就已经生成,贴上完整代码

import random
import numpy as np
from math import ceil

class Node():
  def __init__(self, val=None):
      if val is None:
          val = [0, 0, 0, [-1, -1], [-1, -1]]
      self.value = val

class Room():
  def __init__(self,r1,r2,c1,c2):
      w = c2 - c1
      h = r2 - r1
      self.width = w
      self.height = h
      self.cx = c1 + ceil(w/2)
      self.cy = r1 + ceil(h/2)
      self.xStart = c1
      self.xEnd = c2 - 1
      self.yStart = r1
      self.yEnd = r2 - 1

  def info(self):
      print('r1 c1 r2 c2:  ',self.yStart,self.xStart,self.yEnd,self.xEnd)
      print('cx    cy:     ',self.cx,self.cy)
      print('width height: ',self.width,self.height)

  def randomTile(self):
      direction = random.randint(0,3)
      dir = [[0,1,-1,0],[1,0,0,-1],[1,0,0,self.height],[0,1,self.width,0]]
      x_off = random.randint(0,self.width-1)
      y_off = random.randint(0,self.height-1)
      x = self.xStart + x_off*dir[direction][0] + dir[direction][2]
      y = self.yStart + y_off*dir[direction][1] + dir[direction][3]
      if y == 0 or x == 0:
          return self.randomTile()
      else:
          return [y,x]

class Map:
  def __init__(self):
      self.width = 30
      self.heigh = 30
      self.level = 1
      self.roomNum = 5
      #0 is null, 1 is room, 2 is path, 3 is wall, 4 is door, 5 is up stair, 6 is downstair
      self.map = np.zeros((self.width,self.heigh))
      self.roomMin = 3
      self.roomMax = 11
      self.room = []
      self.door = []

      self.initRoom()
      self.initTile()
      self.initPath()
      #self.initTile()
      #self.initDoor()

  def initRoom(self):
      count = 0
      roomCount = 1
      while True:
          count += 1
          if count > 300:
              break
          if roomCount > self.roomNum:
              break
          x = random.randint(1,self.width-1)
          y = random.randint(1,self.heigh-1)
          wd = random.randint(self.roomMin,self.roomMax)
          if wd % 2 == 0:
              wd += 1
          ht = random.randint(self.roomMin, self.roomMax)
          if ht % 2 == 0:
              ht += 1
          r1 = ceil(y - ht/2)
          r2 = ceil(y + ht/2)
          c1 = ceil(x - wd/2)
          c2 = ceil(x + wd/2)
          if r1 < 1:
              r1 = 1
          if r2 >= self.heigh - 1:
              r2 = self.heigh - 2
          if c1 < 1:
              c1 = 1
          if c2 >= self.width - 1:
              c2 = self.width - 2
          w = c2 - c1 + 1
          h = r2 - r1 + 1
          if w == 0:
              continue
          if h == 0:
              continue
          if h / w >= 3 or w / h >= 3:
              continue
          judge = self.isValidRoom(r1,r2,c1,c2)
          if judge == 0:
              roomCount += 1
              self.room.append(Room(r1,r2,c1,c2))
              for i in range(r1,r2):
                  for j in range(c1,c2):
                      self.map[i,j] = 1

  def initPath(self):
      #初始化门
      rm = self.room.copy()
      while len(rm) > 1:
          r1 = random.choice(rm)
          rm.remove(r1)
          r2 = random.choice(rm)
          rm.remove(r2)
          point0 = r1.randomTile()
          while point0[0] == self.heigh-1 or point0[1] == self.width-1:
              point0 = r1.randomTile()
          self.map[point0[0],point0[1]] = 2
          self.door.append(point0)
          self.breakTile(point0)
          point1 = r2.randomTile()
          while point1[0] == self.heigh-1 or point1[1] == self.width-1:
              point1 = r2.randomTile()
          self.map[point1[0],point1[1]] = 2
          self.breakTile(point1)
          self.door.append(point1)
          rn = random.randint(0,1)
          #a*算法寻找从point0到point1的路径
          self.aStar(point0,point1)
          if rn == 0:
              rm.append(r1)
          else:
              rm.append(r2)

  def initDoor(self):
      for it in self.door:
          self.map[it[0],it[1]] = 4

  def breakTile(self,p):
      # 打通堵住的周围的墙壁
      if self.map[p[0] - 1, p[1]] == 1 and self.map[p[0] + 1, p[1]] == 3:
          self.map[p[0] + 1, p[1]] = 2
      elif self.map[p[0], p[1] - 1] == 1 and self.map[p[0], p[1] + 1] == 3:
          self.map[p[0], p[1] + 1] = 2
      elif self.map[p[0] + 1, p[1]] == 1 and self.map[p[0] - 1, p[1]] == 3:
          self.map[p[0] - 1, p[1]] = 2
      elif self.map[p[0], p[1] + 1] == 1 and self.map[p[0], p[1] - 1] == 3:
          self.map[p[0], p[1] - 1] = 2

  def initTile(self):
      offset = [[-1,0],[0,-1],[1,0],[0,1],[-1,-1],[1,1],[1,-1],[-1,1]]
      for i in range(self.heigh):
          for j in range(self.width):
              if self.map[i,j] == 0:
                  tag = 0
                  for it in offset:
                      if i+it[0] >= self.heigh or j+it[1] >= self.width or i+it[0] < 0 or j+it[1] < 0:
                          continue
                      if self.map[i+it[0],j+it[1]] != 3 and self.map[i+it[0],j+it[1]] != 4:
                          tag += self.map[i+it[0],j+it[1]]
                  if tag:
                      self.map[i,j] = 3

  def isValidRoom(self,r1,r2,c1,c2):
      #检测有无覆盖
      for i in range(r1,r2):
          for j in range(c1,c2):
              if self.map[i,j] == 1:
                  return -1
      #检测有无紧贴房间
      for i in range(r1,r2):
          if self.map[i,c1-1] == 1 or self.map[i,c2+1] == 1:
              return 2
      for i in range(c1,c2):
          if self.map[r1-1,i] == 1 or self.map[r2+1,i] == 1:
              return 2
      return 0

  def aStar(self,p0,p1):
      open_list = []
      close_list = []
      offset = [[-1,0],[0,-1],[1,0],[0,1]]
      f = h = abs(p0[0] - p1[0]) * 10 + abs(p0[1] - p1[1]) * 10
      g = 0

      def isInClose(p):
          for it in close_list:
              if it.value[3] == p:
                  return True
          return False
      def isInOpen(p):
          for it in open_list:
              if it.value[3] == p:
                  return True
          return False
      def findFather(p):
          for it in close_list:
              if it.value[3] == p:
                  return it.value[4]
          return [-1,-1]
      def findInOpen(p):
          for it in open_list:
              if it.value[3] == p:
                  return it
          return None

      open_list.append(Node([f,g,h,p0,[-1,-1]]))
      while open_list:
          #for it in open_list:
          #    print(it.value)
          open_list.sort(key=(lambda x:x.value[0]))
          f_min = open_list[0]
          close_list.append(f_min)
          open_list.remove(f_min)
          for it in offset:
              p2 = [f_min.value[3][0]+it[0], f_min.value[3][1]+it[1]]
              if p2[0] == p1[0] and p2[1] == p1[1]:
                  #找到
                  close_list.append(Node([f,g,h,p2,f_min]))
                  p_father = f_min.value[3]
                  while True:
                      self.map[p_father[0],p_father[1]] = 2
                      p_father = findFather(p_father)
                      if p_father[0] == -1:
                          break
                  self.map[p0[0], p0[1]] = 4
                  return
              if p2[0] < 0 or p2[0] >= self.heigh or p2[1] < 0 or p2[1] >= self.width:
                  continue
              if (self.map[p2[0],p2[1]] != 0 and self.map[p2[0],p2[1]] != 2 and self.map[p2[0],p2[1]] != 4) or isInClose(p2):
                  continue
              h = abs(p2[0] - p1[0]) * 10 + abs(p2[1] - p1[1]) * 10
              g = f_min.value[1] + 10
              f = h + g
              if not isInOpen(p2):
                  open_list.append(Node([f,g,h,p2,f_min.value[3]]))
              else:
                  #比较最小的G 值
                  temp = findInOpen(p2)
                  if g < temp.value[1]:
                      open_list.remove(temp)
                      open_list.append(Node([f,g,h,p2,f_min.value[3]]))

  def printMap(self):
      for i in range(self.heigh):
          for j in range(self.width):
              print(int(self.map[i,j]),end='')
          print()

  def printRoom(self):
      for r in self.room:
          r.info()

if __name__ == '__main__':
  map = Map()
  map.printMap()

可视化一下

python实现地牢迷宫生成的完整步骤

 

总结

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原文链接:https://blog.csdn.net/weixin_44715221/article/details/120458006