为基于文本的RPG创造一个更加一致,随机生成的世界空间



目前,我可以在二维数组中创建一个随机世界。但是,我觉得这太随意了。这是我目前正在使用的类:

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

WorldSpace方法创建世界:

@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,尽管在我的完整代码段中,一系列的海洋和山脉也形成了:

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瓷砖的方法:

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

现在实际运行程序:

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

然而,虽然工作~20-30%的时间,有时它会产生小森林,或小对t字符,当它应该在整个地图上创建森林。我如何改进我的代码,使随机生成更加一致?

修正:

  1. 有时你的a大于b,森林不会生成
  2. 所有的森林都在地图的左侧。

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

我将把森林的width改为与地图大小无关的东西。e . g。

width = randint(2, 15)

但这取决于你的目标

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