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main.py
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from pcg import combinations, mazes, level_generation, math, utility
import random
class QuestSequence(combinations.SequenceNode):
def __init__(self, message: str) -> None:
super().__init__()
self.message = message
def generateSequence(self) -> None:
print(self.message, end="")
if self.nextNode:
print("->", end="")
self.nextNode.generateSequence()
else:
print()
def addElement(combination, element, included) -> None:
if included:
combination.append(element)
def combinationsDemo() -> None:
nums = list(range(0, 16))
combination = []
callback = lambda index, included: addElement(combination, nums[index], included)
print("Generate first combination", end=" ")
combinations.generateCombination(nums, callback)
print(combination)
combination = []
print("Generate combination with at least 7 elements", end=" ")
combinations.generateCombinationWithMinimumElements(nums, 7, callback)
print(combination)
combination = []
print("Generate combination with element 2, 3, 5 active", end=" ")
combinations.generateCombinationWithIncludedElements(nums, [2, 3, 5], callback)
print(combination)
gold = QuestSequence("5 Gold Ingots")
logs = QuestSequence("10 Logs")
give = QuestSequence("Give")
give.addNextNodes([gold, logs])
axe = QuestSequence("Axe")
dagger = QuestSequence("Dagger")
sword = QuestSequence("Sword")
craft = QuestSequence("Craft")
craft.addNextNodes([axe, dagger, sword])
smith = QuestSequence("Smith")
smith.addNextNodes([craft, give])
stolenGold = QuestSequence("Stolen Gold")
amulet = QuestSequence("Amulet of Resistance")
retrieve = QuestSequence("Retrieve")
retrieve.addNextNodes([stolenGold, amulet])
merchant = QuestSequence("Merchant")
merchant.addNextNodes([retrieve])
town = QuestSequence("Town")
defend = QuestSequence("Defend")
defend.addNextNodes([town])
wolf = QuestSequence("Wolf")
orc = QuestSequence("Orc")
goblin = QuestSequence("Goblin")
kill = QuestSequence("Kill")
kill.addNextNodes([wolf, orc, goblin])
guildMaster = QuestSequence("Guild Master")
guildMaster.addNextNodes([kill, defend])
speak = QuestSequence("Speak")
speak.addNextNodes([guildMaster, merchant, smith])
currentNode = speak
sequence = []
def updateSequence(
currentNode: combinations.SequenceNode,
sequence: list[combinations.SequenceNode],
index: int,
):
if index == -1:
return 0
if len(sequence) > 0:
currentNode = sequence[-1]
else:
sequence.append(currentNode)
currentNode.nextNode = currentNode.nextNodes[index]
currentNode = currentNode.nextNode
sequence.append(currentNode)
return currentNode.nextNodeCount
combinations.generateSequence(
speak, lambda index: updateSequence(currentNode, sequence, index)
)
speak.generateSequence()
red = QuestSequence("Red")
green = QuestSequence("Green")
blue = QuestSequence("Blue")
yellow = QuestSequence("Yellow")
red.addNextNodes([red, green, blue, yellow])
green.addNextNodes([red, green, blue, yellow])
blue.addNextNodes([red, green, blue, yellow])
yellow.addNextNodes([red, green, blue, yellow])
currentNode = red
sequence = []
combinations.generateCyclicSequence(
red, 10, lambda index: updateSequence(currentNode, sequence, index)
)
print("Color Sequence")
for node in sequence:
print(node.message)
def mazeDemo() -> None:
def printMazeNode(x, y, value):
print(x, y, mazes.NodeValue(value))
print(mazes.MazeAlgorithm.ALDOUS_BRODER)
mazes.generateMaze(10, 10, True, mazes.MazeAlgorithm.ALDOUS_BRODER, printMazeNode)
print("Growing Tree Custom Selection")
mazes.generateGrowingTreeWithCustomSelection(
10,
10,
True,
lambda nextNodesLength: nextNodesLength - 2 if nextNodesLength - 2 > 0 else 0,
printMazeNode,
)
print("Blobby Division")
mazes.generateBlobbyDivisionWithCustomThreshold(10, 10, True, 7, printMazeNode)
def levelGenerationDemo() -> None:
def addNode(position: math.Vector3):
print(position)
def addWFCNode(position: math.Vector3, direction: level_generation.Direction):
print(position, level_generation.Direction(direction))
data = level_generation.GenerationData(10, 1, math.Vector3(0, 0, 0))
print("Simple level generation")
level_generation.simpleGeneration(data, math.Vector3(1,0,0), addNode)
print("Multi Dimension Generation")
level_generation.multiDimensionGeneration(data, math.Axes.XYZ, True, addNode)
print("WFC")
level_generation.waveFunctionCollapseGeneration(
data, level_generation.ExpansionMode.BFS, math.Axes.XZ, addWFCNode
)
print("Grid 2D WFC")
level_generation.waveFunctionCollapseGridGeneration(
10,
10,
math.Axes.XY,
True,
lambda x, y, value: print(x, y, level_generation.Direction(value)),
)
print("Grid 3D WFC")
level_generation.waveFunctionCollapse3DGridGeneration(
10,
10,
10,
True,
lambda x, y, z, value: print(x, y, z, level_generation.Direction(value)),
)
def main() -> None:
def logMessage(message):
print(message)
def setSeed(seed):
print("Set seed to", seed)
random.seed(seed)
def generateNumber(minimum, maximum):
return random.randrange(minimum, maximum)
math.setRandomGenerator(setSeed, generateNumber)
utility.setLoggingFunction(logMessage)
combinationsDemo()
mazeDemo()
levelGenerationDemo()
main()