63 lines
2.1 KiB
Python
63 lines
2.1 KiB
Python
import random
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from typing import List
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import map.quest_map
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from map.quest_map import QuestMap, MapEncounter, EncounterType, QuestPath as QP
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def generate_encounter_inaccessible() -> MapEncounter:
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return MapEncounter(EncounterType.INACCESSIBLE)
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def generate_encounter_battle(battle_type: EncounterType):
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assert battle_type in map.quest_map.ENCOUNTER_TYPES_BATTLE
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return MapEncounter(battle_type)
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def generate_encounter_town():
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town_type = random.choice(map.quest_map.ENCOUNTER_TYPES_TOWN)
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return MapEncounter(town_type)
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def generate_map() -> QuestMap:
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quest_map = QuestMap()
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# Generate encounters
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# TODO: Use sample as if drawing from a deck
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encounters_rows = []
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for r in range(11):
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row: List[MapEncounter] = []
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if r == 10:
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row.append(generate_encounter_inaccessible())
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row.append(generate_encounter_battle(EncounterType.BATTLE_BOSS))
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row.append(generate_encounter_inaccessible())
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elif r in (1, 4, 7):
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elite_column = random.randrange(4) # 75% chance of elite
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for c in range(3):
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battle_type = EncounterType.BATTLE_ELITE if c == elite_column else EncounterType.BATTLE_REGULAR
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row.append(generate_encounter_battle(battle_type))
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else:
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for c in range(3):
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row.append(generate_encounter_town())
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encounters_rows.append(row)
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quest_map.encounters = encounters_rows
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# Generate paths
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diagonals_deck = [QP.NO_PATH] * 8 + [QP.FORWARD_LEFT] * 5 + [QP.FORWARD_RIGHT] * 5
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random_paths_it = iter(random.sample(diagonals_deck, len(diagonals_deck)))
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path_rows = []
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for r in range(11 - 1):
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row: List[QP]
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if r == 0:
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row = [QP.FORWARD, QP.NO_PATH, QP.FORWARD, QP.NO_PATH, QP.FORWARD]
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elif r == 9:
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row = [QP.NO_PATH, QP.FORWARD_RIGHT, QP.FORWARD, QP.FORWARD_LEFT, QP.NO_PATH]
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else:
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row = [QP.FORWARD, next(random_paths_it), QP.FORWARD, next(random_paths_it), QP.FORWARD]
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path_rows.append(row)
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quest_map.paths = path_rows
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return quest_map
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