dungeoncoder 0.2.0__py3-none-any.whl
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- dungeoncoder/__init__.py +4 -0
- dungeoncoder/__main__.py +254 -0
- dungeoncoder/_api_config.py +6 -0
- dungeoncoder/_generated/__init__.py +8 -0
- dungeoncoder/_generated/api/__init__.py +1 -0
- dungeoncoder/_generated/api/game/__init__.py +1 -0
- dungeoncoder/_generated/api/game/get_statistics.py +158 -0
- dungeoncoder/_generated/api/game/get_version.py +166 -0
- dungeoncoder/_generated/api/hero/__init__.py +1 -0
- dungeoncoder/_generated/api/hero/ask_oracle.py +192 -0
- dungeoncoder/_generated/api/hero/configure.py +207 -0
- dungeoncoder/_generated/api/hero/drop.py +207 -0
- dungeoncoder/_generated/api/hero/get_inventory.py +188 -0
- dungeoncoder/_generated/api/hero/get_items_at_position.py +188 -0
- dungeoncoder/_generated/api/hero/interact.py +188 -0
- dungeoncoder/_generated/api/hero/is_abyss_in_front.py +188 -0
- dungeoncoder/_generated/api/hero/is_at_goal.py +192 -0
- dungeoncoder/_generated/api/hero/is_collision_in_front.py +188 -0
- dungeoncoder/_generated/api/hero/is_enemy_in_front.py +188 -0
- dungeoncoder/_generated/api/hero/is_facing_north.py +188 -0
- dungeoncoder/_generated/api/hero/is_switch_in_front.py +188 -0
- dungeoncoder/_generated/api/hero/is_torch_in_front.py +188 -0
- dungeoncoder/_generated/api/hero/move.py +188 -0
- dungeoncoder/_generated/api/hero/peek_item_value.py +211 -0
- dungeoncoder/_generated/api/hero/pickup.py +207 -0
- dungeoncoder/_generated/api/hero/read_item_value.py +188 -0
- dungeoncoder/_generated/api/hero/sense_goal.py +192 -0
- dungeoncoder/_generated/api/hero/set_pace.py +207 -0
- dungeoncoder/_generated/api/hero/turn_left.py +188 -0
- dungeoncoder/_generated/api/level/__init__.py +1 -0
- dungeoncoder/_generated/api/level/load_level.py +190 -0
- dungeoncoder/_generated/api/level/reset_level.py +158 -0
- dungeoncoder/_generated/client.py +271 -0
- dungeoncoder/_generated/errors.py +14 -0
- dungeoncoder/_generated/models/__init__.py +47 -0
- dungeoncoder/_generated/models/api_error_response.py +98 -0
- dungeoncoder/_generated/models/api_error_response_status.py +7 -0
- dungeoncoder/_generated/models/boolean_result.py +96 -0
- dungeoncoder/_generated/models/boolean_result_status.py +7 -0
- dungeoncoder/_generated/models/configure_params.py +84 -0
- dungeoncoder/_generated/models/distance_param.py +76 -0
- dungeoncoder/_generated/models/name_param.py +76 -0
- dungeoncoder/_generated/models/nullable_integer_result.py +104 -0
- dungeoncoder/_generated/models/nullable_integer_result_status.py +7 -0
- dungeoncoder/_generated/models/nullable_string_result.py +104 -0
- dungeoncoder/_generated/models/nullable_string_result_status.py +7 -0
- dungeoncoder/_generated/models/pace_params.py +76 -0
- dungeoncoder/_generated/models/statistics.py +217 -0
- dungeoncoder/_generated/models/statistics_result.py +104 -0
- dungeoncoder/_generated/models/statistics_result_status.py +7 -0
- dungeoncoder/_generated/models/string_array_result.py +100 -0
- dungeoncoder/_generated/models/string_array_result_status.py +7 -0
- dungeoncoder/_generated/models/tiled_level.py +67 -0
- dungeoncoder/_generated/models/version_result.py +104 -0
- dungeoncoder/_generated/models/version_result_result.py +84 -0
- dungeoncoder/_generated/models/version_result_status.py +7 -0
- dungeoncoder/_generated/types.py +53 -0
- dungeoncoder/asciimap.py +824 -0
- dungeoncoder/dungeoncoder.py +482 -0
- dungeoncoder/generator.py +213 -0
- dungeoncoder/packs/gelaende.json +1 -0
- dungeoncoder/packs/items.json +67 -0
- dungeoncoder/packs/station.json +1 -0
- dungeoncoder/packs/studio.json +1 -0
- dungeoncoder/packs/tilesets.json +1 -0
- dungeoncoder/packs/werkstatt.json +1 -0
- dungeoncoder/replay.py +80 -0
- dungeoncoder/requirements.txt +2 -0
- dungeoncoder/sim.py +792 -0
- dungeoncoder/testing.py +63 -0
- dungeoncoder/trace.py +92 -0
- dungeoncoder/variants.py +112 -0
- dungeoncoder-0.2.0.dist-info/METADATA +37 -0
- dungeoncoder-0.2.0.dist-info/RECORD +77 -0
- dungeoncoder-0.2.0.dist-info/WHEEL +5 -0
- dungeoncoder-0.2.0.dist-info/licenses/LICENSE.txt +25 -0
- dungeoncoder-0.2.0.dist-info/top_level.txt +1 -0
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"""Generated levels: the same seed always gives the same level.
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from dungeoncoder import Game
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game = Game.generate(seed=7) # a 15x11 maze
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game = Game.generate(seed=7, width=21, height=15, loops=4, fog="dark")
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from dungeoncoder.generator import maze_text
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print(maze_text(seed=7)) # the map as text (asciimap format)
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Kinds: "maze" (corridors), "rooms" (rooms joined by doorways), "pillars" (an open
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hall with free-standing pillars). In rooms and halls the exit lies inside, away
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from the outer wall.
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A maze is built with a randomised depth-first search ("recursive backtracker"):
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every free field is reachable, and without `loops` there is exactly one way
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between any two fields. `loops` knocks that many extra holes into inner walls;
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that creates cycles, and walls that stand free like pillars, where the
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right-hand rule can circle forever.
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"""
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import random
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from .asciimap import GRID_H, GRID_W, MapError
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KINDS = ("maze", "rooms", "pillars")
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def maze_grid(seed, width=15, height=11, loops=0):
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"""The maze as a list of rows of "#" and "." (start top left, goal bottom right)."""
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if width % 2 == 0 or height % 2 == 0:
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raise MapError(f"width and height must be odd (walls between the paths), got {width}x{height}")
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if not (5 <= width <= GRID_W - 1 and 5 <= height <= GRID_H - 1):
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raise MapError(f"a maze must be between 5x5 and {GRID_W - 1}x{GRID_H - 1}, got {width}x{height}")
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rng = random.Random(seed)
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grid = [["#"] * width for _ in range(height)]
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cells_x, cells_y = range(1, width, 2), range(1, height, 2)
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start = (1, 1)
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grid[1][1] = "."
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stack, seen = [start], {start}
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while stack:
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x, y = stack[-1]
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options = [(x + dx, y + dy) for dx, dy in ((2, 0), (-2, 0), (0, 2), (0, -2))
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if x + dx in cells_x and y + dy in cells_y and (x + dx, y + dy) not in seen]
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if not options:
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stack.pop()
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continue
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nx, ny = rng.choice(options)
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grid[(y + ny) // 2][(x + nx) // 2] = "."
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grid[ny][nx] = "."
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seen.add((nx, ny))
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stack.append((nx, ny))
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# loops: open inner walls that separate two paths (never the outer wall)
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candidates = [(x, y) for y in range(1, height - 1) for x in range(1, width - 1)
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if grid[y][x] == "#" and ((x % 2 == 0 and y % 2 == 1) or (x % 2 == 1 and y % 2 == 0))]
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rng.shuffle(candidates)
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for x, y in candidates[:loops]:
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grid[y][x] = "."
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return grid
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def _reachable(grid, start):
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seen, todo = {start}, [start]
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while todo:
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x, y = todo.pop()
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for n in ((x + 1, y), (x - 1, y), (x, y + 1), (x, y - 1)):
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if grid[n[1]][n[0]] != "#" and n not in seen:
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seen.add(n)
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todo.append(n)
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return seen
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def _inner_goal(rng, grid, start):
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"""A free field not next to the outer wall, reachable from the start, far from it."""
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width, height = len(grid[0]), len(grid)
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reach = _reachable(grid, start)
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options = [(x, y) for (x, y) in reach if 2 <= x <= width - 3 and 2 <= y <= height - 3
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and abs(x - start[0]) + abs(y - start[1]) >= (width + height) // 3]
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return rng.choice(sorted(options)) if options else None
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def rooms_grid(seed, width=15, height=11):
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"""Rooms separated by walls one field thick, with one or two doorways per wall."""
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_check_size(width, height)
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rng = random.Random(seed)
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grid = [["#"] * width for _ in range(height)]
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for y in range(1, height - 1):
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for x in range(1, width - 1):
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grid[y][x] = "."
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cols = sorted(rng.sample(range(4, width - 4), k=min(2, max(0, (width - 8) // 4))))
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rows = sorted(rng.sample(range(3, height - 3), k=min(1, max(0, (height - 6) // 3))))
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cols = [c for i, c in enumerate(cols) if i == 0 or c - cols[i - 1] >= 3]
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for c in cols:
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for y in range(1, height - 1):
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grid[y][c] = "#"
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for r in rows:
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for x in range(1, width - 1):
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grid[r][x] = "#"
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# doorways: every wall segment between two crossings gets one opening
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lines_x, lines_y = [0] + cols + [width - 1], [0] + rows + [height - 1]
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for c in cols:
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for a, b in zip(lines_y, lines_y[1:]):
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grid[rng.randrange(a + 1, b)][c] = "."
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for r in rows:
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for a, b in zip(lines_x, lines_x[1:]):
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grid[r][rng.randrange(a + 1, b)] = "."
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return grid
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def pillars_grid(seed, width=15, height=11, pillars=None):
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"""An open hall with free-standing pillars (1x1 or 2x2) that never touch each other or the wall."""
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_check_size(width, height)
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rng = random.Random(seed)
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grid = [["#"] * width for _ in range(height)]
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for y in range(1, height - 1):
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for x in range(1, width - 1):
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grid[y][x] = "."
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count = pillars if pillars is not None else max(2, (width * height) // 30)
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placed, tries = 0, 0
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while placed < count and tries < 500:
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tries += 1
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size = rng.choice((1, 2))
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x, y = rng.randrange(2, width - 2 - size), rng.randrange(2, height - 2 - size)
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cells = [(x + dx, y + dy) for dx in range(size) for dy in range(size)]
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ring = [(cx + ex, cy + ey) for cx, cy in cells for ex in (-1, 0, 1) for ey in (-1, 0, 1)]
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if all(grid[ry][rx] == "." for rx, ry in ring):
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for cx, cy in cells:
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grid[cy][cx] = "#"
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placed += 1
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return grid
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def _check_size(width, height):
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if not (7 <= width <= GRID_W and 7 <= height <= GRID_H):
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raise MapError(f"a level must be between 7x7 and {GRID_W}x{GRID_H}, got {width}x{height}")
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def level_text(seed, kind="maze", width=15, height=11, loops=0, pillars=None, start="east", style="maze",
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**properties):
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"""The generated level as a map text (asciimap format). Keyword arguments that
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aren't options become map properties, e.g. fog="dark". style: the text-map style it is
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drawn in (default maze, which comes with the course's asset pack)."""
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if kind not in KINDS:
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raise MapError(f"unknown kind {kind!r}; available: {', '.join(KINDS)}")
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if kind == "maze":
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return maze_text(seed, width, height, loops, start, style=style, **properties)
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grid = rooms_grid(seed, width, height) if kind == "rooms" else pillars_grid(seed, width, height, pillars)
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goal = _inner_goal(random.Random(seed * 7919 + 1), grid, (1, 1))
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if goal is None:
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raise MapError(f"seed {seed}: no place for the exit")
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grid[1][1] = "H"
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grid[goal[1]][goal[0]] = "Z"
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header = [f"start: {start}", f"style: {style}", f"kind: {kind}", f"seed: {seed}"]
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header += [f"{key}: {str(value).lower() if isinstance(value, bool) else value}"
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for key, value in properties.items() if value is not None]
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return "\n".join(header + ["---"] + ["".join(row) for row in grid]) + "\n"
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def maze_text(seed, width=15, height=11, loops=0, start="east", style="maze", **properties):
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"""The maze as a map text for asciimap: hero top left, goal bottom right.
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Further keyword arguments become map properties, e.g. fog="dark"."""
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grid = maze_grid(seed, width, height, loops)
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grid[1][1] = "H"
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grid[height - 2][width - 2] = "Z"
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header = [f"start: {start}", f"style: {style}", f"seed: {seed}"]
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header += [f"{key}: {str(value).lower() if isinstance(value, bool) else value}"
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for key, value in properties.items() if value is not None]
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return "\n".join(header + ["---"] + ["".join(row) for row in grid]) + "\n"
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def generate_text(seed, kind="maze", **options):
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return level_text(seed, kind, **options)
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RECIPE_KEYS = ("generate", "size", "loops", "seed", "start", "style", "pillars")
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def from_recipe(header):
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"""The map text for a recipe, a map file whose header says what to generate:
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generate: maze # maze, rooms or pillars
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size: 15x11 # width x height (a maze: both odd)
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loops: 2 # a maze: extra openings
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seed: random # a new level per load (DUNGEONCODER_SEED fixes it), or a number
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fog: explored # any other key becomes a map property, as in every map
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The map below the header ("---") is ignored. The level's map property `seed` says which
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level it was."""
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from .variants import random_seed
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def one(key, default=None):
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return header.get(key, [default])[0]
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kind = one("generate")
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size = one("size", "15x11")
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try:
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width, height = (int(v) for v in size.lower().split("x"))
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except ValueError:
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raise MapError(f"size: expected WIDTHxHEIGHT, e.g. 15x11, got {size!r}") from None
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seed = one("seed", "random")
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if str(seed).lower() == "random":
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seed, _ = random_seed()
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elif str(seed).lstrip("-").isdigit():
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seed = int(seed)
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else:
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raise MapError(f"seed: a whole number or random, got {seed!r}")
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options = {"width": width, "height": height, "start": one("start", "east"), "style": one("style", "maze")}
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if kind == "maze":
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options["loops"] = int(one("loops", "0"))
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elif "loops" in header:
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raise MapError("loops: only for generate: maze")
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if "pillars" in header:
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options["pillars"] = int(one("pillars"))
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extra = {key: values[0] for key, values in header.items() if key not in RECIPE_KEYS}
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return level_text(seed, kind, **options, **extra)
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{
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"name": "bundled-items",
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"version": "0.1",
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"description": "The items of the engine bundled assets (a copy of game/assets/pack.json, items; checked by tests): the simulator falls back to them when no pack in DC_ASSET_PACKS names an item",
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