This commit is contained in:
bridge
2025-08-23 20:53:03 +08:00
parent 9ee2230234
commit f72bccf0d3
5 changed files with 561 additions and 273 deletions

View File

@@ -17,6 +17,8 @@ from src.classes.avatar import Avatar, Gender
from src.classes.calendar import Month, Year
from src.classes.action import Move
from src.classes.essence import Essence, EssenceType
from src.classes.cultivation import CultivationProgress
from src.classes.root import Root
def clamp(value: int, lo: int, hi: int) -> int:
@@ -33,7 +35,7 @@ def circle_points(cx: int, cy: int, r: int, width: int, height: int) -> List[Tup
return pts
def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None = None) -> Map:
def build_rich_random_map(width: int = 50, height: int = 35, *, seed: int | None = None) -> Map:
if seed is not None:
random.seed(seed)
@@ -45,16 +47,15 @@ def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None
game_map.create_tile(x, y, TileType.PLAIN)
# 2) 西部大漠(左侧宽带),先铺设便于后续北/南带覆盖
desert_w = max(4, width // 5)
desert_w = max(6, width // 6) # 增加沙漠宽度
desert_tiles: List[Tuple[int, int]] = []
for y in range(height):
for x in range(0, desert_w):
game_map.create_tile(x, y, TileType.DESERT)
desert_tiles.append((x, y))
# 移除绿洲,大漠里面不要有水
# 3) 北部雪山与冰原(顶部宽带,覆盖整宽度)
north_band = max(3, height // 5)
north_band = max(4, height // 6) # 增加北部带宽度
snow_mountain_tiles: List[Tuple[int, int]] = []
glacier_tiles: List[Tuple[int, int]] = []
for y in range(0, north_band):
@@ -62,17 +63,17 @@ def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None
game_map.create_tile(x, y, TileType.SNOW_MOUNTAIN)
snow_mountain_tiles.append((x, y))
# 局部冰川簇
for _ in range(random.randint(2, 3)):
for _ in range(random.randint(3, 5)): # 增加冰川数量
cx = random.randint(1, width - 2)
cy = random.randint(0, north_band - 1)
r = random.randint(1, 2)
r = random.randint(1, 3) # 增加冰川半径
for x, y in circle_points(cx, cy, r, width, height):
if y < north_band:
game_map.create_tile(x, y, TileType.GLACIER)
glacier_tiles.append((x, y))
# 4) 南部热带雨林(底部宽带,覆盖整宽度)
south_band = max(3, height // 5)
south_band = max(4, height // 6) # 增加南部带宽度
rainforest_tiles: List[Tuple[int, int]] = []
for y in range(height - south_band, height):
for x in range(width):
@@ -80,7 +81,7 @@ def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None
rainforest_tiles.append((x, y))
# 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
sea_band_w = max(3, width // 6)
sea_band_w = max(4, width // 7) # 增加海域宽度
sea_x0 = width - sea_band_w
sea_tiles: List[Tuple[int, int]] = []
for y in range(height):
@@ -88,82 +89,154 @@ def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None
game_map.create_tile(x, y, TileType.SEA)
sea_tiles.append((x, y))
# 岛屿:在海域内生成若干小岛(平原/森林)
for _ in range(random.randint(3, 5)):
for _ in range(random.randint(4, 7)): # 增加岛屿数量
cx = random.randint(sea_x0, width - 2)
cy = random.randint(1, height - 2)
r = random.randint(1, 2)
r = random.randint(1, 3) # 增加岛屿半径
kind = random.choice([TileType.PLAIN, TileType.FOREST])
for x, y in circle_points(cx, cy, r, width, height):
if x >= sea_x0:
game_map.create_tile(x, y, kind)
# 6) 若干湖泊(水域圆斑,限制在中部非海域)
for _ in range(random.randint(3, 5)):
for _ in range(random.randint(4, 7)): # 增加湖泊数量
cx = random.randint(max(2, desert_w + 1), sea_x0 - 2)
cy = random.randint(north_band + 1, height - south_band - 2)
r = random.randint(1, 3)
r = random.randint(1, 4) # 增加湖泊半径
for x, y in circle_points(cx, cy, r, width, height):
if x < sea_x0:
game_map.create_tile(x, y, TileType.WATER)
# 7) 中部山脉:聚集成为一堆(避开海域和上下带,左移)
# 7) 中部山脉:聚集成为横向山脉群(避开海域和上下带,左移)
mountain_tiles: List[Tuple[int, int]] = []
# 左移山脉生成范围,从沙漠边缘开始,但不要延伸到太右边
mountain_end_x = sea_x0 - max(4, width // 8) # 留出更多空间给东部
mountain_end_x = sea_x0 - max(5, width // 10) # 留出更多空间给东部
# 选择一个中心点,让山脉围绕这个中心聚集
center_x = random.randint(desert_w + 3, mountain_end_x - 3)
center_y = random.randint(north_band + 3, height - south_band - 3)
# 选择山脉中心区域,让山脉在这个区域内聚集
mountain_center_x = (desert_w + mountain_end_x) // 2
mountain_center_y = (north_band + height - south_band) // 2
# 生成多条山脉链,都从中心点附近开始
for _ in range(random.randint(8, 12)):
length = random.randint(8, 15)
# 从中心点附近随机选择一个起始点
start_x = center_x + random.randint(-2, 2)
start_y = center_y + random.randint(-2, 2)
# 生成多条横向山脉链,形成山脉群
mountain_chains = random.randint(3, 5) # 3-5条山脉链
for chain in range(mountain_chains):
# 每条山脉链的起始位置在中心区域附近
start_x = mountain_center_x + random.randint(-3, 3)
start_y = mountain_center_y + random.randint(-2, 2)
# 山脉链长度
chain_length = random.randint(12, 20) # 增加山脉长度
# 主要方向:横向为主,允许小幅上下摆动
main_dx = 1 if random.random() < 0.5 else -1 # 主要横向方向
main_dy = 0 # 主要垂直方向为0
x, y = start_x, start_y
# 随机选择方向,但倾向于向中心聚集
directions = [(1, 0), (1, 1), (1, -1), (-1, 0), (-1, 1), (-1, -1), (0, 1), (0, -1)]
dx, dy = random.choice(directions)
for _ in range(length):
for step in range(chain_length):
if 0 <= x < mountain_end_x and north_band <= y < height - south_band:
game_map.create_tile(x, y, TileType.MOUNTAIN)
mountain_tiles.append((x, y))
# 随机改变方向,增加聚集效果
if random.random() < 0.3:
dx, dy = random.choice(directions)
x += dx
y += dy
# 随机添加分支山脉,增加聚集效果
if random.random() < 0.3:
branch_length = random.randint(2, 6)
bx, by = x, y
for _ in range(branch_length):
# 分支方向:倾向于向中心聚集
if bx < mountain_center_x:
branch_dx = random.choice([0, 1])
elif bx > mountain_center_x:
branch_dx = random.choice([0, -1])
else:
branch_dx = random.choice([-1, 0, 1])
if by < mountain_center_y:
branch_dy = random.choice([0, 1])
elif by > mountain_center_y:
branch_dy = random.choice([0, -1])
else:
branch_dy = random.choice([-1, 0, 1])
bx += branch_dx
by += branch_dy
if (0 <= bx < mountain_end_x and north_band <= by < height - south_band and
(bx, by) not in mountain_tiles):
game_map.create_tile(bx, by, TileType.MOUNTAIN)
mountain_tiles.append((bx, by))
# 主要方向移动
x += main_dx
# 垂直方向:允许小幅摆动,但倾向于回归中心线
if random.random() < 0.7: # 70%概率向中心回归
if y > mountain_center_y:
y -= 1
elif y < mountain_center_y:
y += 1
else: # 30%概率随机摆动
y += random.choice([-1, 0, 1])
# 确保y在有效范围内
y = max(north_band, min(height - south_band - 1, y))
# 8) 中部森林:几个圆斑(调整范围与山脉一致)
mountain_end_x = sea_x0 - max(4, width // 8) # 与山脉使用相同的结束位置
for _ in range(random.randint(4, 7)):
for _ in range(random.randint(5, 9)): # 增加森林数量
cx = random.randint(desert_w + 1, mountain_end_x - 2)
cy = random.randint(north_band + 1, height - south_band - 2)
r = random.randint(2, 4)
r = random.randint(2, 5) # 增加森林半径
for x, y in circle_points(cx, cy, r, width, height):
game_map.create_tile(x, y, TileType.FOREST)
# 8.5) 火山:在中央山脉附近生成一个火山
volcano_tiles: List[Tuple[int, int]] = []
# 在中央山脉的中心点附近生成火山
volcano_center_x = center_x + random.randint(-1, 1)
volcano_center_y = center_y + random.randint(-1, 1)
volcano_radius = random.randint(2, 3)
# 在中央山脉的边缘附近生成火山,避免覆盖重要山脉
# 选择山脉区域的边缘位置
volcano_edge_choices = []
# 检查山脉区域的四个边缘
if mountain_center_x > desert_w + 5: # 左边缘
volcano_edge_choices.append((mountain_center_x - 3, mountain_center_y))
if mountain_center_x < mountain_end_x - 5: # 右边缘
volcano_edge_choices.append((mountain_center_x + 3, mountain_center_y))
if mountain_center_y > north_band + 5: # 上边缘
volcano_edge_choices.append((mountain_center_x, mountain_center_y - 3))
if mountain_center_y < height - south_band - 5: # 下边缘
volcano_edge_choices.append((mountain_center_x, mountain_center_y + 3))
# 如果没有合适的边缘位置,选择山脉区域内的非山脉位置
if not volcano_edge_choices:
for attempt in range(10):
vx = mountain_center_x + random.randint(-4, 4)
vy = mountain_center_y + random.randint(-4, 4)
if (0 <= vx < mountain_end_x and north_band <= vy < height - south_band and
game_map.get_tile(vx, vy).type != TileType.MOUNTAIN):
volcano_edge_choices.append((vx, vy))
break
# 如果还是没有找到合适位置,就在山脉中心附近找一个
if not volcano_edge_choices:
volcano_edge_choices.append((mountain_center_x, mountain_center_y))
# 选择火山位置
volcano_center_x, volcano_center_y = random.choice(volcano_edge_choices)
volcano_radius = random.randint(2, 3) # 减小火山半径
# 生成火山,但避免覆盖重要的山脉
for x, y in circle_points(volcano_center_x, volcano_center_y, volcano_radius, width, height):
if 0 <= x < mountain_end_x and north_band <= y < height - south_band:
game_map.create_tile(x, y, TileType.VOLCANO)
volcano_tiles.append((x, y))
if (0 <= x < mountain_end_x and north_band <= y < height - south_band):
current_tile = game_map.get_tile(x, y)
# 只在非山脉地形上生成火山,或者在山脉边缘生成
if current_tile.type != TileType.MOUNTAIN or random.random() < 0.3:
game_map.create_tile(x, y, TileType.VOLCANO)
volcano_tiles.append((x, y))
# 8.6) 草原:在平原区域生成一些草原
grassland_tiles: List[Tuple[int, int]] = []
for _ in range(random.randint(3, 5)):
for _ in range(random.randint(4, 7)): # 增加草原数量
cx = random.randint(desert_w + 1, mountain_end_x - 2)
cy = random.randint(north_band + 1, height - south_band - 2)
r = random.randint(2, 4)
r = random.randint(2, 5) # 增加草原半径
for x, y in circle_points(cx, cy, r, width, height):
if x < sea_x0:
current_tile = game_map.get_tile(x, y)
@@ -173,10 +246,10 @@ def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None
# 8.7) 沼泽:在水域附近生成一些沼泽
swamp_tiles: List[Tuple[int, int]] = []
for _ in range(random.randint(2, 4)):
for _ in range(random.randint(3, 6)): # 增加沼泽数量
cx = random.randint(desert_w + 1, sea_x0 - 2)
cy = random.randint(north_band + 1, height - south_band - 2)
r = random.randint(1, 2)
r = random.randint(1, 3) # 增加沼泽半径
for x, y in circle_points(cx, cy, r, width, height):
if x < sea_x0:
# 检查周围是否有水域
@@ -200,7 +273,7 @@ def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None
# 8.8) 洞穴:在山脉附近生成一些洞穴
cave_tiles: List[Tuple[int, int]] = []
for _ in range(random.randint(2, 4)):
for _ in range(random.randint(3, 6)): # 增加洞穴数量
cx = random.randint(desert_w + 1, mountain_end_x - 1)
cy = random.randint(north_band + 1, height - south_band - 2)
# 检查周围是否有山脉
@@ -224,7 +297,7 @@ def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None
# 8.9) 遗迹:随机在一些地方生成古代遗迹
ruins_tiles: List[Tuple[int, int]] = []
for _ in range(random.randint(2, 3)):
for _ in range(random.randint(3, 5)): # 增加遗迹数量
cx = random.randint(desert_w + 1, sea_x0 - 2)
cy = random.randint(north_band + 1, height - south_band - 2)
current_tile = game_map.get_tile(cx, cy)
@@ -232,57 +305,69 @@ def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None
game_map.create_tile(cx, cy, TileType.RUINS)
ruins_tiles.append((cx, cy))
# 9) 城市2~4个2x2格子尽量落在非极端地形
cities = 0
attempts = 0
city_positions = [] # 记录城市位置用于后续生成农田
city_tiles = [] # 记录所有城市格子
while cities < random.randint(2, 4) and attempts < 300: # 增加尝试次数
attempts += 1
# 选择城市左上角位置
x = random.randint(0, width - 2) # 确保有2x2的空间
y = random.randint(0, height - 2)
# 检查2x2区域是否都适合建城
can_build_city = True
for dx in range(2):
for dy in range(2):
nx, ny = x + dx, y + dy
if not game_map.is_in_bounds(nx, ny):
can_build_city = False
break
t = game_map.get_tile(nx, ny)
if t.type in (TileType.WATER, TileType.SEA, TileType.MOUNTAIN, TileType.GLACIER,
TileType.SNOW_MOUNTAIN, TileType.DESERT, TileType.VOLCANO, TileType.SWAMP,
TileType.CAVE, TileType.RUINS):
can_build_city = False
break
if not can_build_city:
break
if can_build_city:
# 创建2x2城市
city_tiles_for_this_city = []
for dx in range(2):
for dy in range(2):
nx, ny = x + dx, y + dy
game_map.create_tile(nx, ny, TileType.CITY)
city_tiles_for_this_city.append((nx, ny))
city_tiles.append((nx, ny))
city_positions.append((x, y)) # 记录左上角位置
cities += 1
# 8.10) 农田:在城市附近生成一些农田
farm_tiles: List[Tuple[int, int]] = []
# 先收集所有城市位置
city_positions = []
for (tx, ty), tile in game_map.tiles.items():
if tile.type == TileType.CITY:
city_positions.append((tx, ty))
# 在每个城市周围生成农田
for city_x, city_y in city_positions:
for _ in range(random.randint(3, 6)):
# 在城市周围2-4格范围内生成农田
fx = city_x + random.randint(-4, 4)
fy = city_y + random.randint(-4, 4)
for _ in range(random.randint(4, 8)): # 增加农田数量
# 在城市周围3-6格范围内生成农田
fx = city_x + random.randint(-6, 6)
fy = city_y + random.randint(-6, 6)
if game_map.is_in_bounds(fx, fy):
current_tile = game_map.get_tile(fx, fy)
if current_tile.type in (TileType.PLAIN, TileType.GRASSLAND):
game_map.create_tile(fx, fy, TileType.FARM)
farm_tiles.append((fx, fy))
# 9) 城市2~4个尽量落在非极端地形
cities = 0
attempts = 0
while cities < random.randint(2, 4) and attempts < 200:
attempts += 1
x = random.randint(0, width - 1)
y = random.randint(0, height - 1)
t = game_map.get_tile(x, y)
if t.type not in (TileType.WATER, TileType.SEA, TileType.MOUNTAIN, TileType.GLACIER, TileType.SNOW_MOUNTAIN, TileType.DESERT, TileType.VOLCANO, TileType.SWAMP, TileType.CAVE, TileType.RUINS):
game_map.create_tile(x, y, TileType.CITY)
cities += 1
# 10) 创建示例 Region演示底色可无 region特意设立的带名字与描述
if desert_tiles:
game_map.create_region("大漠", "西部荒漠地带",
Essence(density={EssenceType.EARTH: 8, EssenceType.FIRE: 6, EssenceType.GOLD: 4, EssenceType.WOOD: 2, EssenceType.WATER: 1}),
desert_tiles)
if sea_tiles:
game_map.create_region("东海", "最东边的大海",
Essence(density={EssenceType.WATER: 10, EssenceType.EARTH: 3, EssenceType.GOLD: 2, EssenceType.WOOD: 1, EssenceType.FIRE: 1}),
sea_tiles)
if rainforest_tiles:
game_map.create_region("南疆雨林", "南部潮湿炎热的雨林",
Essence(density={EssenceType.WOOD: 9, EssenceType.WATER: 7, EssenceType.FIRE: 5, EssenceType.EARTH: 3, EssenceType.GOLD: 2}),
rainforest_tiles)
# 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,避开沙漠和大海)
river_tiles: List[Tuple[int, int]] = []
# 选一条靠近中部的基准纬线,避开极北/极南带
base_y = clamp(height // 2 + random.randint(-2, 2), north_band + 1, height - south_band - 2)
base_y = clamp(height // 2 + random.randint(-3, 3), north_band + 2, height - south_band - 3)
y = base_y
# 确保河流从西边开始,到东边结束,不断流
for x in range(0, width):
# 检查当前位置是否为沙漠或大海,如果是则跳过
current_tile = game_map.get_tile(x, y)
@@ -292,23 +377,38 @@ def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None
# 开凿主河道
game_map.create_tile(x, y, TileType.WATER)
river_tiles.append((x, y))
# 随机加宽 1 格(上下其一),但要避开沙漠和大海
if random.random() < 0.45:
wy = clamp(y + random.choice([-1, 1]), 0, height - 1)
# 检查加宽位置是否为沙漠或大海
wide_tile = game_map.get_tile(x, wy)
if wide_tile.type not in (TileType.DESERT, TileType.SEA):
game_map.create_tile(x, wy, TileType.WATER)
river_tiles.append((x, wy))
# 随机加宽 1-2 格(上下其一或两个),但要避开沙漠和大海
if random.random() < 0.6: # 增加加宽概率
# 选择加宽方向
wide_directions = []
if y > 0:
wide_tile = game_map.get_tile(x, y - 1)
if wide_tile.type not in (TileType.DESERT, TileType.SEA):
wide_directions.append(-1)
if y < height - 1:
wide_tile = game_map.get_tile(x, y + 1)
if wide_tile.type not in (TileType.DESERT, TileType.SEA):
wide_directions.append(1)
# 随机选择1-2个方向加宽
if wide_directions:
num_wide = random.randint(1, min(2, len(wide_directions)))
selected_directions = random.sample(wide_directions, num_wide)
for dy in selected_directions:
wy = y + dy
game_map.create_tile(x, wy, TileType.WATER)
river_tiles.append((x, wy))
# 轻微摆动(-1, 0, 1并缓慢回归基准线
drift_choices = [-1, 0, 1]
dy = random.choice(drift_choices)
# 回归力:偏离过大时更倾向于向 base_y 靠拢
if y - base_y > 2:
dy = -1 if random.random() < 0.7 else dy
elif base_y - y > 2:
dy = 1 if random.random() < 0.7 else dy
y = clamp(y + dy, 1, height - 2)
if y - base_y > 3:
dy = -1 if random.random() < 0.8 else dy
elif base_y - y > 3:
dy = 1 if random.random() < 0.8 else dy
y = clamp(y + dy, north_band + 1, height - south_band - 2)
# 11) 聚类函数:用于后续命名山脉/森林
def find_type_clusters(tile_type: TileType) -> list[list[Tuple[int, int]]]:
@@ -528,6 +628,47 @@ def build_rich_random_map(width: int = 30, height: int = 20, *, seed: int | None
"tiles": farm_tiles
})
# 添加城市region
if city_tiles:
# 为每个城市创建单独的region
city_names = ["长安", "洛阳", "建康", "临安", "大都", "金陵", "燕京", "成都"]
city_name_index = 0
# 按城市位置分组
city_groups = []
used_positions = set()
for city_x, city_y in city_positions:
if (city_x, city_y) not in used_positions:
# 收集这个2x2城市的所有格子
city_group = []
for dx in range(2):
for dy in range(2):
nx, ny = city_x + dx, city_y + dy
city_group.append((nx, ny))
used_positions.add((nx, ny))
city_groups.append(city_group)
# 为每个城市创建region
for i, city_group in enumerate(city_groups):
if i < len(city_names):
city_name = city_names[i]
else:
city_name = f"城市{i+1}"
regions_cfg.append({
"name": city_name,
"description": f"繁华的都市,人口密集,商业繁荣",
"essence": Essence(density={
EssenceType.GOLD: 9, # 城市金属性灵气最高
EssenceType.FIRE: 8, # 火属性(人气)也很高
EssenceType.EARTH: 7,
EssenceType.WOOD: 6,
EssenceType.WATER: 5
}),
"tiles": city_group
})
for i, comp in enumerate(sorted(mountain_clusters, key=len, reverse=True), start=1):
regions_cfg.append({
"name": f"高山{i}",
@@ -577,6 +718,9 @@ def make_avatars(world: World, count: int = 12) -> list[Avatar]:
birth_month = random.choice(list(Month))
age = random.randint(16, 60)
gender = random_gender()
# 随机生成level范围从0到120对应四个大境界
level = random.randint(0, 120)
# 找一个非海域的出生点
for _ in range(200):
@@ -596,8 +740,10 @@ def make_avatars(world: World, count: int = 12) -> list[Avatar]:
birth_year=birth_year,
age=age,
gender=gender,
cultivation_progress=CultivationProgress(level),
pos_x=x,
pos_y=y,
root=random.choice(list(Root)), # 随机选择灵根
)
avatar.tile = world.map.get_tile(x, y)
avatar.bind_action(Move)
@@ -609,7 +755,7 @@ def main():
# 为了每次更丰富,使用随机种子;如需复现可将 seed 固定
# random.seed(42)
width, height = 36, 24
width, height = 50, 35 # 使用新的默认尺寸
game_map = build_rich_random_map(width=width, height=height)
world = World(map=game_map)
@@ -619,7 +765,7 @@ def main():
front = Front(
world=world,
simulator=sim,
tile_size=28,
tile_size=24, # 稍微减小tile大小以适应更大的地图
margin=8,
step_interval_ms=350,
window_title="Cultivation World — Front Demo",