import random from typing import List import map.quest_map from map.quest_map import QuestMap, MapEncounter, EncounterType def generate_encounter_inaccessible() -> MapEncounter: return MapEncounter(EncounterType.INACCESSIBLE) def generate_encounter_battle(battle_type: EncounterType): assert battle_type in map.quest_map.ENCOUNTER_TYPES_BATTLE return MapEncounter(battle_type) def generate_encounter_town(): town_type = random.choice(map.quest_map.ENCOUNTER_TYPES_TOWN) return MapEncounter(town_type) def generate_map() -> QuestMap: quest_map = QuestMap() encounters_rows = [] for r in range(11): row: List[MapEncounter] = [] if r == 10: row.append(generate_encounter_inaccessible()) row.append(generate_encounter_battle(EncounterType.BATTLE_BOSS)) row.append(generate_encounter_inaccessible()) elif r in (1, 4, 7): elite_column = random.randrange(4) # 75% chance of elite for c in range(3): battle_type = EncounterType.BATTLE_ELITE if c == elite_column else EncounterType.BATTLE_REGULAR row.append(generate_encounter_battle(battle_type)) else: for c in range(3): row.append(generate_encounter_town()) encounters_rows.append(row) quest_map.encounters = encounters_rows return quest_map