add calendar and region
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@@ -1,7 +1,7 @@
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import os
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import sys
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import random
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from typing import List, Tuple
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from typing import List, Tuple, Dict, Any
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# 将项目根目录加入 Python 路径,确保可以导入 `src` 包
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PROJECT_ROOT = os.path.abspath(os.path.join(os.path.dirname(__file__), ".."))
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@@ -45,9 +45,11 @@ def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None
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# 2) 西部大漠(左侧宽带),先铺设便于后续北/南带覆盖
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desert_w = max(4, width // 5)
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desert_tiles: List[Tuple[int, int]] = []
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for y in range(height):
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for x in range(0, desert_w):
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game_map.create_tile(x, y, TileType.DESERT)
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desert_tiles.append((x, y))
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# 绿洲
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for _ in range(random.randint(2, 3)):
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cx = random.randint(1, max(1, desert_w - 1))
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@@ -73,16 +75,20 @@ def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None
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# 4) 南部热带雨林(底部宽带,覆盖整宽度)
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south_band = max(3, height // 5)
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rainforest_tiles: List[Tuple[int, int]] = []
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for y in range(height - south_band, height):
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for x in range(width):
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game_map.create_tile(x, y, TileType.RAINFOREST)
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rainforest_tiles.append((x, y))
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# 5) 最东海域(右侧宽带),最后铺海以覆盖前面的地形;随后在海中造岛
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sea_band_w = max(3, width // 6)
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sea_x0 = width - sea_band_w
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sea_tiles: List[Tuple[int, int]] = []
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for y in range(height):
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for x in range(sea_x0, width):
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game_map.create_tile(x, y, TileType.SEA)
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sea_tiles.append((x, y))
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# 岛屿:在海域内生成若干小岛(平原/森林)
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for _ in range(random.randint(3, 5)):
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cx = random.randint(sea_x0, width - 2)
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@@ -102,9 +108,9 @@ def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None
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if x < sea_x0:
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game_map.create_tile(x, y, TileType.WATER)
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# 7) 中部山脉:几条短链(避开海域和上下带)
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for _ in range(random.randint(2, 4)):
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length = random.randint(6, 12)
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# 7) 中部山脉:多条更长的链(避开海域和上下带)
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for _ in range(random.randint(6, 10)):
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length = random.randint(10, 20)
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x = random.randint(desert_w + 1, sea_x0 - 2)
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y = random.randint(north_band + 1, height - south_band - 2)
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dx, dy = random.choice([(1, 0), (1, 1), (1, -1)])
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@@ -134,6 +140,88 @@ def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None
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game_map.create_tile(x, y, TileType.CITY)
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cities += 1
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# 10) 创建示例 Region(演示:底色可无 region;特意设立的带名字与描述)
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if desert_tiles:
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game_map.create_region("大漠", "西部荒漠地带", 40, desert_tiles)
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if sea_tiles:
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game_map.create_region("东海", "最东边的大海", 80, sea_tiles)
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if rainforest_tiles:
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game_map.create_region("南疆雨林", "南部潮湿炎热的雨林", 120, rainforest_tiles)
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# 9.5) 生成一条横贯东西的长河(允许小幅上下摆动与随机加宽)
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river_tiles: List[Tuple[int, int]] = []
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# 选一条靠近中部的基准纬线,避开极北/极南带
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base_y = clamp(height // 2 + random.randint(-2, 2), north_band + 1, height - south_band - 2)
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y = base_y
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for x in range(0, width):
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# 开凿主河道
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game_map.create_tile(x, y, TileType.WATER)
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river_tiles.append((x, y))
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# 随机加宽 1 格(上下其一)
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if random.random() < 0.45:
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wy = clamp(y + random.choice([-1, 1]), 0, height - 1)
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game_map.create_tile(x, wy, TileType.WATER)
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river_tiles.append((x, wy))
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# 轻微摆动(-1, 0, 1),并缓慢回归基准线
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drift_choices = [-1, 0, 1]
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dy = random.choice(drift_choices)
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# 回归力:偏离过大时更倾向于向 base_y 靠拢
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if y - base_y > 2:
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dy = -1 if random.random() < 0.7 else dy
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elif base_y - y > 2:
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dy = 1 if random.random() < 0.7 else dy
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y = clamp(y + dy, 1, height - 2)
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# 11) 聚类函数:用于后续命名山脉/森林
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def find_type_clusters(tile_type: TileType) -> list[list[Tuple[int, int]]]:
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visited: set[Tuple[int, int]] = set()
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clusters: list[list[Tuple[int, int]]] = []
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for (tx, ty), t in game_map.tiles.items():
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if t.type is not tile_type or (tx, ty) in visited:
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continue
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stack = [(tx, ty)]
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visited.add((tx, ty))
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comp: list[Tuple[int, int]] = []
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while stack:
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cx, cy = stack.pop()
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comp.append((cx, cy))
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for nx, ny in ((cx + 1, cy), (cx - 1, cy), (cx, cy + 1), (cx, cy - 1)):
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if not game_map.is_in_bounds(nx, ny) or (nx, ny) in visited:
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continue
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tt = game_map.get_tile(nx, ny)
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if tt.type is tile_type:
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visited.add((nx, ny))
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stack.append((nx, ny))
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clusters.append(comp)
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return clusters
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# 高山:阈值较低,便于更多命名;森林:阈值更高,避免碎片
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all_mountain_clusters = find_type_clusters(TileType.MOUNTAIN)
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mountain_clusters = [c for c in all_mountain_clusters if len(c) >= 8]
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forest_clusters = [c for c in find_type_clusters(TileType.FOREST) if len(c) >= 12]
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# 组装所有地理信息到一个统一的配置 dict
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regions_cfg: List[Dict[str, Any]] = []
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if desert_tiles:
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regions_cfg.append({"name": "大漠", "description": "西部荒漠地带", "qi": 40, "tiles": desert_tiles})
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if sea_tiles:
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regions_cfg.append({"name": "东海", "description": "最东边的大海", "qi": 80, "tiles": sea_tiles})
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if rainforest_tiles:
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regions_cfg.append({"name": "南疆雨林", "description": "南部潮湿炎热的雨林", "qi": 120, "tiles": rainforest_tiles})
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if river_tiles:
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regions_cfg.append({"name": "大河", "description": "发源内陆,奔流入海", "qi": 100, "tiles": river_tiles})
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for i, comp in enumerate(sorted(mountain_clusters, key=len, reverse=True), start=1):
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regions_cfg.append({"name": f"高山{i}", "description": "山脉与高峰地带", "qi": 110, "tiles": comp})
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for i, comp in enumerate(sorted(forest_clusters, key=len, reverse=True), start=1):
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regions_cfg.append({"name": f"大林{i}", "description": "茂密幽深的森林", "qi": 90, "tiles": comp})
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# 应用配置创建 Region,并把配置存到 map 上,方便前端/后续逻辑使用
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for r in regions_cfg:
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game_map.create_region(r["name"], r["description"], r["qi"], r["tiles"])
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geo_config: Dict[str, Any] = {"regions": regions_cfg}
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setattr(game_map, "geo_config", geo_config)
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return game_map
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