Python 为基于文本的RPG创建更一致、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。不过,我觉得太随意了。以下是我目前正在使用的类:Python 为基于文本的RPG创建更一致、随机生成的世界空间,python,arrays,python-2.7,oop,Python,Arrays,Python 2.7,Oop,目前,我可以在二维数组中创建一个随机世界。不过,我觉得太随意了。以下是我目前正在使用的类: 来自随机导入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
来自随机导入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
创建世界的WorldSpace
方法:
@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)
一种改变世界的方法——目前只创建森林
,尽管在我完整的代码段中,也形成了一系列海洋和山脉:
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
以及实际创建林
平铺的方法:
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
现在要实际运行该程序:
world = WorldSpace.generate(True)
world.modify_world(True)
然而,虽然工作时间约为20-30%,但有时它会生成小森林,或小对t
字符,而此时它应该在地图周围创建森林。如何改进代码,使随机生成更加一致 固定:
a
比b
大,并且不会生成林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
我会把森林的宽度改成与地图大小无关的。例如:
width = randint(2, 15)
但这取决于你的目标。你还没有解释目标。有些东西不可能既随机又一致——这在术语上是矛盾的。“小双”是什么意思?代码也有问题:例如,查看genLine的while循环中的前三行-创建一个单元素字典并对其进行“迭代”(循环只运行一次),然后使用键查找刚刚显式分配给它的值,并将其分配给两个新变量。这些代码实际上都没有做任何事情。我建议您将代码发布到CodeReview,并获得帮助来清理它。