from src.classes.map import Map from src.classes.tile import TileType from src.classes.essence import Essence, EssenceType from src.classes.sect_region import SectRegion from src.classes.region import Shape from src.classes.sect import Sect def create_cultivation_world_map() -> Map: """ 创建修仙世界地图 尺寸: 70x50 西部大漠,南部雨林,北边冰原,最东部和最南部海洋 横向大河从大漠东部流向东南入海 北方纵向山脉 """ game_map = Map(width=70, height=50) # 创建基础地形 _create_base_terrain(game_map) # 创建区域 _assign_regions_to_tiles(game_map) return game_map def add_sect_headquarters(game_map: Map, enabled_sects: list[Sect]): """ 根据已启用的宗门列表,为其添加总部区域(2x2或1x2等小矩形,hover仅显示名称与描述)。 若未启用(列表中无该宗门),则不添加对应总部。 """ # 为九个宗门设计坐标(根据地图地形大势和叙事): # 仅登记矩形区域的西北角与东南角 locs: dict[str, tuple[tuple[int, int], tuple[int, int]]] = { "明心剑宗": ((36, 10), (37, 11)), # 北部山脉以南的名门仙山 "百兽宗": ((22, 22), (23, 23)), # 中西部靠近山林 "水镜宗": ((58, 22), (59, 23)), # 湖心三岛——近东海内陆湖 "冥王宗": ((66, 8), (67, 9)), # 东北近海的群岛 "朱勾宗": ((48, 8), (49, 9)), # 东北内陆山地近雪域 "合欢宗": ((62, 40), (63, 41)), # 东南近海桃花岛 "镇魂宗": ((30, 46), (31, 47)), # 极南海上礁岛 "幽魂噬影宗":((44, 38), (45, 39)), # 南部雨林深处 "千帆城": ((60, 28), (61, 29)), # 海上浮岛靠近入海口 } name_to_sect = {s.name: s for s in enabled_sects} for sect_name, (nw, se) in locs.items(): sect = name_to_sect.get(sect_name) if sect is None: continue # 名称与描述来自 sect.headquarter;若为空则用 sect 名称/描述 hq_name = getattr(sect.headquarter, "name", sect.name) or sect.name hq_desc = getattr(sect.headquarter, "desc", sect.desc) or sect.desc region = SectRegion( id=400 + sect.id, # 4xx 预留给宗门总部区域id name=hq_name, desc=hq_desc, shape=Shape.RECTANGLE, north_west_cor=f"{nw[0]},{nw[1]}", south_east_cor=f"{se[0]},{se[1]}", image_path=str(getattr(sect.headquarter, "image", None)), ) game_map.regions[region.id] = region game_map.region_names[region.name] = region # 添加完成后,重新分配到 tiles _assign_regions_to_tiles(game_map) def _create_base_terrain(game_map: Map): """创建基础地形""" width, height = game_map.width, game_map.height # 先创建默认平原 for x in range(width): for y in range(height): game_map.create_tile(x, y, TileType.PLAIN) # 西部大漠 (x: 0-18) for x in range(19): for y in range(height): game_map.tiles[(x, y)].type = TileType.DESERT # 南部雨林 (y: 35-49) for x in range(width): for y in range(35, height): if game_map.tiles[(x, y)].type != TileType.DESERT: game_map.tiles[(x, y)].type = TileType.RAINFOREST # 北边冰原 (y: 0-8) for x in range(width): for y in range(9): if game_map.tiles[(x, y)].type != TileType.DESERT: game_map.tiles[(x, y)].type = TileType.GLACIER # 最东部海洋 (x: 65-69) for x in range(65, width): for y in range(height): game_map.tiles[(x, y)].type = TileType.SEA # 最南部海洋 (y: 46-49) for x in range(width): for y in range(46, height): game_map.tiles[(x, y)].type = TileType.SEA # 横向大河:从大漠东部(18, 25)流向东南入海,河流更宽 river_tiles = _calculate_wide_river_tiles() for x, y in river_tiles: if game_map.is_in_bounds(x, y): game_map.tiles[(x, y)].type = TileType.WATER # 北方纵向山脉 (x: 28-32, y: 5-20) for x in range(28, 33): for y in range(5, 21): if game_map.tiles[(x, y)].type == TileType.PLAIN: game_map.tiles[(x, y)].type = TileType.MOUNTAIN # 添加其他地形类型 _add_other_terrains(game_map) def _calculate_wide_river_tiles(): """计算宽阔大河的所有水域tiles:从(18, 25)流向东南到海洋,宽度为3-4格""" river_tiles = [] # 计算河流中心线 center_path = [] x, y = 18, 25 while x < 65 and y < 46: center_path.append((x, y)) # 向东南流淌 if x < 40: x += 1 if y < 35: y += 1 else: x += 2 y += 1 # 连接到海洋 while x < 68 and y < 48: center_path.append((x, y)) x += 1 y += 1 # 根据中心线生成宽阔的河流 for i, (cx, cy) in enumerate(center_path): # 河流宽度随位置变化:源头较窄,入海口较宽 width = 1 if i < len(center_path) // 3 else 2 if i < 2 * len(center_path) // 3 else 3 # 为每个中心点添加周围的水域 for dx in range(-width//2, width//2 + 1): for dy in range(-width//2, width//2 + 1): nx, ny = cx + dx, cy + dy river_tiles.append((nx, ny)) return list(set(river_tiles)) # 去重 def _create_2x2_cities(game_map: Map): """创建2*2的城市区域""" cities = [ {"name": "青云城", "base_x": 34, "base_y": 21, "description": "繁华都市的中心"}, {"name": "沙月城", "base_x": 14, "base_y": 19, "description": "沙漠绿洲中的贸易重镇"}, {"name": "翠林城", "base_x": 54, "base_y": 14, "description": "森林深处的修仙重镇"} ] for city in cities: base_x, base_y = city["base_x"], city["base_y"] for dx in range(2): for dy in range(2): x, y = base_x + dx, base_y + dy if game_map.is_in_bounds(x, y): game_map.tiles[(x, y)].type = TileType.CITY def _create_2x2_wuxing_caves(game_map: Map): """创建2*2的五行洞府区域""" # 五行洞府配置:金木水火土 wuxing_caves = [ {"name": "太白金府", "base_x": 26, "base_y": 12, "element": EssenceType.GOLD, "description": "青峰山脉深处的金行洞府"}, {"name": "青木洞天", "base_x": 48, "base_y": 18, "element": EssenceType.WOOD, "description": "青云林海中的木行洞府"}, {"name": "玄水秘境", "base_x": 67, "base_y": 25, "element": EssenceType.WATER, "description": "无边碧海深处的水行洞府"}, {"name": "离火洞府", "base_x": 50, "base_y": 33, "element": EssenceType.FIRE, "description": "炎狱火山旁的火行洞府"}, {"name": "厚土玄宫", "base_x": 30, "base_y": 16, "element": EssenceType.EARTH, "description": "青峰山脉的土行洞府"} ] for cave in wuxing_caves: base_x, base_y = cave["base_x"], cave["base_y"] for dx in range(2): for dy in range(2): x, y = base_x + dx, base_y + dy if game_map.is_in_bounds(x, y): game_map.tiles[(x, y)].type = TileType.CAVE def _create_2x2_ruins(game_map: Map): """创建2*2的遗迹区域""" ruins = [ {"name": "古越遗迹", "base_x": 25, "base_y": 40, "description": "雨林深处的上古遗迹"}, {"name": "沧海遗迹", "base_x": 66, "base_y": 47, "description": "沉没在海中的远古文明遗迹"} ] for ruin in ruins: base_x, base_y = ruin["base_x"], ruin["base_y"] for dx in range(2): for dy in range(2): x, y = base_x + dx, base_y + dy if game_map.is_in_bounds(x, y): game_map.tiles[(x, y)].type = TileType.RUINS def _add_other_terrains(game_map: Map): """添加其他地形类型到合适位置""" # 草原 (中部区域) for x in range(20, 40): for y in range(12, 25): if game_map.tiles[(x, y)].type == TileType.PLAIN: game_map.tiles[(x, y)].type = TileType.GRASSLAND # 森林 (东中部区域) for x in range(40, 60): for y in range(10, 30): if game_map.tiles[(x, y)].type == TileType.PLAIN: game_map.tiles[(x, y)].type = TileType.FOREST # 雪山 (北部山脉附近) for x in range(25, 35): for y in range(2, 8): if game_map.tiles[(x, y)].type == TileType.GLACIER: game_map.tiles[(x, y)].type = TileType.SNOW_MOUNTAIN # 火山 (单独区域) for x in range(52, 55): for y in range(32, 35): if game_map.tiles[(x, y)].type == TileType.PLAIN: game_map.tiles[(x, y)].type = TileType.VOLCANO # 创建2*2城市区域 _create_2x2_cities(game_map) # 创建2*2五行洞府区域 _create_2x2_wuxing_caves(game_map) # 创建2*2遗迹区域 _create_2x2_ruins(game_map) # 农田 (城市附近,改为不与草原重叠的区域) for x in range(33, 38): for y in range(25, 30): if game_map.tiles[(x, y)].type == TileType.PLAIN: game_map.tiles[(x, y)].type = TileType.FARM # 沼泽 (河流附近的低洼地区,避开雨林区域) for x in range(42, 46): for y in range(30, 34): if game_map.tiles[(x, y)].type == TileType.PLAIN: game_map.tiles[(x, y)].type = TileType.SWAMP def _assign_regions_to_tiles(game_map: Map): """将区域分配给地图中的tiles""" # 初始化所有tiles的region为None for x in range(game_map.width): for y in range(game_map.height): game_map.tiles[(x, y)].region = None # 遍历所有region,为对应的坐标分配正确的region # 现在从map实例获取region信息,而不是直接从region.py导入 for region in game_map.regions.values(): for coord_x, coord_y in region.cors: # 确保坐标在地图范围内 if game_map.is_in_bounds(coord_x, coord_y): game_map.tiles[(coord_x, coord_y)].region = region if __name__ == "__main__": # 创建地图 cultivation_map = create_cultivation_world_map() print(f"修仙世界地图创建完成!尺寸: {cultivation_map.width}x{cultivation_map.height}") # 统计各地形类型 terrain_count = {} regions_count = {} for x in range(cultivation_map.width): for y in range(cultivation_map.height): tile = cultivation_map.get_tile(x, y) tile_type = tile.type.value if tile_type not in terrain_count: terrain_count[tile_type] = 0 terrain_count[tile_type] += 1 region = cultivation_map.get_region(x, y) if region.name not in regions_count: regions_count[region.name] = 0 regions_count[region.name] += 1 print("各地形类型分布:") for terrain_type, count in terrain_count.items(): print(f" {terrain_type}: {count}个地块") print("\n各区域分布:") for region_name, count in regions_count.items(): print(f" {region_name}: {count}个地块")