为基于文本的RPG创建更一致,随机生成的世界空间

时间:2016-08-31 22:17:46

标签: python arrays python-2.7 oop

目前,我可以在二维数组中创建一个随机世界。但是,我觉得它太随机了。这是我目前正在上课的课程:

from random import randint, choice, randrange

class WorldSpace(object):
    def __init__(self, row, col, world_array):
        self.row = row  # Number of lists to be created.
        self.col = col  # Number of indexes inside of each row.
        self.world_array = world_array

创建世界的WorldSpace方法:

@classmethod
def generate(cls, autogen):
    print 'Starting world generation...'
    print
    if autogen is True:
        row_amt = 75
        col_amt = 75

    else:
        row_amt = input('Please specify row length of world array.: ')
        col_amt = input('Please specify column length of world array.: ')
        if (row_amt or col_amt) == 0:
            print 'Invalid world values!'
            cls.generateWorld(False)

    world_array = [[' ']*col_amt for _ in xrange(row_amt)]
    print 'Created world...'

    return cls(row_amt, col_amt, world_array)

一种修改世界的方法 - 目前只创建forests,但在我的完整代码段中,也会形成一系列海洋和山脉:

def modify_world(self, autogen):
    if autogen is True:
        # Forests:
        count = randint(6, 10)
        while count > 0:
            a = randint(1, (self.row / randint(2, 6)))
            b = randint(1, (self.col / randint(2, 6)))
            row_val = randint(5, self.row)
            count_val = randint(5, 15)
            self.genLine_WObj(a, b, row_val, 't', count_val)
            count -=1

    print('\n'.join([''.join(['{:1}'.format(item) for item in row])
      for row in self.world_array]))
    inp = input('')
    if inp != '':
        return

实际创建forest tile的方法:

def genLine_WObj(self, a, b, row_val, char, count):
    # 'genLine_WObj' - Generate Line(like) world object.
    # Used to place lines of certain characters with psuedo-randomized
    # width and length onto the world array.
    while count != 0:
        row_col_dict = {row_val: (a, b)}
        for row in row_col_dict.keys():
            startPos, endPos = row_col_dict[row]

            for i in range(startPos, endPos):
                self.world_array[row][i] = char

        b += choice([0, 1])
        a += choice([0, 0, 0, 0, 1])

        row_val -= 1
        count -= 1

现在实际运行该程序:

world = WorldSpace.generate(True)
world.modify_world(True)

然而,虽然工作大约有20-30%的时间,但有时会产生小型森林或小型t个字符,而它们应该在地图周围创建森林。如何改进我的代码以使随机生成更加一致?

1 个答案:

答案 0 :(得分:0)

修正:

  1. 有时,您的a大于您的b,并且未生成林。
  2. 你所有的森林往往都在地图的左侧。
  3. 为更改的行添加内联注释。

    def modify_world(self, autogen):
        if autogen is True:
            # Forests:
            count = randint(6, 10)
            while count > 0:
                a = randrange(self.col)           # begin of forest
                width = self.col / randint(2, 6)  # initial width of forest
                b = int(a + width)                # end of forest
                row_val = randint(5, self.row)
                count_val = randint(5, 15)
                self.genLine_WObj(a, b, row_val, 't', count_val)
                count -=1
    
        print('\n'.join([''.join(['{:1}'.format(item) for item in row])
          for row in self.world_array]))
        inp = input('')
        if inp != '':
            return
    
    
    def genLine_WObj(self, a, b, row_val, char, count):
        # 'genLine_WObj' - Generate Line(like) world object.
        # Used to place lines of certain characters with psuedo-randomized
        # width and length onto the world array.
        while count != 0:
            row_col_dict = {row_val: (a, b)}
            for row in row_col_dict.keys():
                startPos, endPos = row_col_dict[row]
    
                for i in range(startPos, min(self.col, endPos)):  # added min
                    self.world_array[row][i] = char
    
            b += choice([0, 1])
            a += choice([0, 0, 0, 0, 1])
    
            row_val -= 1
            count -= 1
    

    我会将林的width更改为与地图无关的内容。 E. g。:

    width = randint(2, 15)
    

    但这取决于你的目标。