File: level_gen_map.py

package info (click to toggle)
balazar 0.3.4.ds1-3
  • links: PTS
  • area: main
  • in suites: lenny
  • size: 28,328 kB
  • ctags: 1,076
  • sloc: python: 6,339; xml: 238; makefile: 22
file content (155 lines) | stat: -rw-r--r-- 5,559 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
# -*- coding: latin-1 -*-
# Balazar
# Copyright (C) 2003-2005 Jean-Baptiste LAMY
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

import os, os.path
import soya, tofu
import balazar, balazar.globdef
from balazar.level_gen import *
from balazar.character import _P, _V, _P2, _V2

import PIL, PIL.Image, PIL.ImageDraw

LAND        = 196, 196, 196, 128
LAND        = 255, 255, 255, 196
VOID        =   0,   0,   0,   0
BRIDGE      = 255, 255, 255, 255
ALTAR       = 255,   0,   0, 255
GRID        = [
             ( 64,  64,  64, 255),
             (  0,   0, 255, 255),
             (  0, 255,   0, 255),
             (255,   0,   0, 255),
  ]
TRANSPARENT =   0,   0,   0,   0

DOWN = soya.Vector(None, 0.0, -1.0, 0.0)

MAP_SIZE = 32

GOALS = [(4, -1)]

def to_map(p): return int(round((p.x + BRIDGE_DEMI_DIM) / LEVEL_DIM * MAP_SIZE)), int(round((p.z + BRIDGE_DEMI_DIM) / LEVEL_DIM * MAP_SIZE))

def power2(x):
  if x <=    32: return   32
  if x <=    64: return   64
  if x <=   128: return  128
  if x <=   256: return  256
  if x <=   512: return  512
  if x <=  1024: return 1024

def make_map(country):
  image = make_map_image(country.X1, country.Z1, country.X2, country.Z2)
  image.save(os.path.join(soya.path[0], "images", "item_map_%s.png" % country.name))
  
  
def make_map_image(X1, Z1, X2, Z2):
  X2 += 1
  Z2 += 1
  image = PIL.Image.new("RGBA", (power2((X2 - X1) * 32), power2((Z2 - Z1) * 32)), TRANSPARENT)
  
  for X in range(X1, X2):
    for Z in range(Z1, Z2):
      print "XZ", X, Z, Level.get_by_pos(X, Z)
      level_image = map_for_level(Level.get_by_pos(X, Z))
      image.paste(level_image, ((X - X1) * 32, (Z - Z1) * 32))
      
  return image
      
def map_for_level(level):
  image = PIL.Image.new("RGBA", (32, 32), TRANSPARENT)
  draw = PIL.ImageDraw.Draw(image)
  draw.rectangle((0, 0, 32, 32), VOID)
  
  bridge_2_pos = {}
  if hasattr(level, "bridge_0_1"): draw.rectangle(( 0, 13,  4, 19), BRIDGE); bridge_2_pos[level.bridge_0_1] = [ 3, 12,  3, 21]
  if hasattr(level, "bridge_2_1"): draw.rectangle((27, 13, 31, 19), BRIDGE); bridge_2_pos[level.bridge_2_1] = [28, 12, 28, 21]
  if hasattr(level, "bridge_1_0"): draw.rectangle((13,  0, 19,  4), BRIDGE); bridge_2_pos[level.bridge_1_0] = [12,  3, 20,  3]
  if hasattr(level, "bridge_1_2"): draw.rectangle((13, 27, 19, 31), BRIDGE); bridge_2_pos[level.bridge_1_2] = [12, 28, 20, 28]
  
  draw.rectangle((4, 4, 27, 27), LAND)
  
  if (level.X, level.Z) in GOALS:
    draw.line((16,  6, 27, 17), "red")
    draw.line((16, 16, 27,  5), "red")

  for i in level.mobiles:
    if   isinstance(i, LifeAltar):
      pass
      #draw.rectangle((x, z, x + 1, z + 1), color)
    elif isinstance(i, Grid):
      for bridge in bridge_2_pos.keys():
        p = i % level
        a, b = bridge.get_box()
        print (a.x < i.x < b.x), i.y, b.y, (a.z < i.z < b.z)
        
        if (a.x < i.x < b.x) and (b.y - 8.0 < i.y < b.y + 8.0) and (a.z < i.z < b.z):
          x1, z1, x2, z2 = bridge_2_pos[bridge]
          draw.line((x1, z1, x2, z2), GRID[i.typ])
          bridge_2_pos[bridge] = x1 + bridge.dX, z1 + bridge.dZ, x2 + bridge.dX, z2 + bridge.dZ
          x1, z1, x2, z2 = bridge_2_pos[bridge]
          draw.line((x1, z1, x2, z2), GRID[i.typ])
          bridge_2_pos[bridge] = x1 + bridge.dX, z1 + bridge.dZ, x2 + bridge.dX, z2 + bridge.dZ
          break
        
  return image

def fullmap_for_level(level):
  image = PIL.Image.new("RGBA", (32, 32), TRANSPARENT)
  draw = PIL.ImageDraw.Draw(image)
  _P.__init__(level, 0.0, 1000.0, 0.0)
  for x in range(32):
    _P.x = (float(x) / 32 * LEVEL_DIM) - BRIDGE_DEMI_DIM
    for z in range(32):
      _P.z = (float(z) / 32 * LEVEL_DIM) - BRIDGE_DEMI_DIM
      
      if level.raypick(_P, DOWN, -1, 1, 1, _P2, _V2):
        color  = LAND
        ground = _P2.parent
        while ground:
          if hasattr(ground, "map_color"):
            color = ground.map_color
            break
          ground = ground.parent
          
      else: color  = VOID
      
      image.putpixel((x, z), color)
      
  for i in level.recursive():
    if   isinstance(i, LifeAltar): x, z = to_map(i); draw.rectangle((x, z, x + 1, z + 1), color)
    elif isinstance(i, Grid):
      draw.line(to_map(soya.Point(i, -10.0, 0.0, 0.0) % level) + to_map(soya.Point(i, 10.0, 0.0, 0.0) % level), GRID[i.typ])
      
  #if hasattr(level, "bridge_0_1"): draw.rectangle(( 0, 15,  4, 17), BRIDGE)
  #if hasattr(level, "bridge_2_1"): draw.rectangle((27, 15, 31, 17), BRIDGE)
  #if hasattr(level, "bridge_1_0"): draw.rectangle((15,  0, 17,  4), BRIDGE)
  #if hasattr(level, "bridge_1_2"): draw.rectangle((15, 27, 17, 31), BRIDGE)
  
  return image


if __name__ == "__main__":
  import balazar, balazar.globdef
  #image = map_for_level(Level.get_by_pos(1, 0))
  #image = make_map_image(1, -1, 4, 1)
  #image.show(command = "display")
  make_map(COUNTRIES["foret_pompon"])
  make_map(COUNTRIES["village"])