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drawBuilding.py
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drawBuilding.py
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import squarify_module
import Image, ImageDraw
import random
import xml.etree.ElementTree as ET
import numpy
import itertools
import math
import copy
imgVar = 0
class BuildingTemplate:
def __init__(self, type, minFloors, maxFloors, minDoors, maxDoors, requiredRooms, optionalRooms):
self.type = type
self.minFloors = minFloors
self.maxFloors = maxFloors
self.minDoors = minDoors
self.maxDoors = maxDoors
self.requiredRooms = requiredRooms
self.optionalRooms = optionalRooms
class RoomTemplate:
def __init__(self, type, minWidth, maxWidth, minHeight, maxHeight, minWindows, maxWindows, furniture):
self.type = type
self.minWidth = minWidth
self.maxWidth = maxWidth
self.minHeight = minHeight
self.maxHeight = maxHeight
self.minWindows = minWindows
self.maxWindows = maxWindows
self.furniture = furniture
class Room:
def __init__(self, type, x, y, width, height, furniture):
self.type = type
self.x = x
self.y = y
self.width = width
self.height = height
self.furniture = furniture
class XMLBuildingTemplateReader:
def __init__(self, xmlpath):
self.tree = ET.parse(xmlpath)
self.root = self.tree.getroot()
def loadRooms(self):
roomTemplates = []
for rooms in self.root.findall( 'rooms/room' ):
type = rooms.attrib[ 'type' ]
minWidth = int(rooms.find('minWidth').text)
maxWidth = int(rooms.find('maxWidth').text)
minHeight = int(rooms.find('minHeight').text)
maxHeight = int(rooms.find('maxHeight').text)
minWindows = int(rooms.find('minWindows').text)
maxWindows = int(rooms.find('maxWindows').text)
furnitures = []
for furniture in rooms.findall('furniture'):
furnitures.append(furniture.text)
roomTemplates.append( RoomTemplate(type, minWidth, maxWidth, minHeight, maxHeight, minWindows, maxWindows, furniture) )
return roomTemplates
def loadBuildings(self):
buildingTemplates = []
# get all the buildings
for building in self.root.findall( 'buildings/building' ):
type = building.attrib[ 'type' ]
minFloors = building.find('minFloors').text
maxFloors = building.find('maxFloors').text
minDoors = building.find('minDoors').text
maxDoors = building.find('maxDoors').text
requiredRooms = []
optionalRooms = []
for requiredRoom in building.findall('requiredRoom'):
requiredRooms.append(requiredRoom.text)
for optionalRoom in building.findall('optionalRoom'):
optionalRooms.append(optionalRoom.text)
buildingTemplates.append( BuildingTemplate(type, minFloors, maxFloors, minDoors, maxDoors, requiredRooms, optionalRooms) )
return buildingTemplates
class GenerateBuilding:
def __init__(self, buildingTemplate, roomTemplates):
self.building = buildingTemplate
self.possibleRooms = roomTemplates
def generateRooms(self):
roomSizes = {}
# generate required rooms for the building
for room in self.building.requiredRooms:
for roomTemplate in self.possibleRooms:
if(roomTemplate.type == room):
roomWidth = random.randrange( roomTemplate.minWidth, roomTemplate.maxWidth)
roomHeight = random.randrange( roomTemplate.minHeight, roomTemplate.maxHeight)
roomSizes[room] = roomWidth * roomHeight
# generate a second room randomly
if( random.randrange(0,2) == 1):
roomWidth = random.randrange( roomTemplate.minWidth, roomTemplate.maxWidth)
roomHeight = random.randrange( roomTemplate.minHeight, roomTemplate.maxHeight)
roomSizes[room + "2"] = roomWidth * roomHeight
for room in self.building.optionalRooms:
if( random.randrange(0,2) == 1):
for roomTemplate in self.possibleRooms:
if(roomTemplate.type == room):
roomWidth = random.randrange( roomTemplate.minWidth, roomTemplate.maxWidth)
roomHeight = random.randrange( roomTemplate.minHeight, roomTemplate.maxHeight)
roomSizes[room] = roomWidth * roomHeight
return roomSizes
def export_TMX(floorplan, width, height):
root = ET.Element('map')
root.attrib['version'] = "1.0"
root.attrib['orientation'] = "orthogonal"
root.attrib['width'] = "25"
root.attrib['height'] = "20"
root.attrib['tilewidth'] = "32"
root.attrib['tileheight'] = "32"
tileset = ET.Element('tileset')
root.append(tileset)
tileset.attrib['firstgid'] = "1"
tileset.attrib['name'] = "black"
tileset.attrib['tilewidth'] = "32"
tileset.attrib['tileheight'] = "32"
tilesetimg = ET.Element('image')
tileset.append(tilesetimg)
tilesetimg.attrib['source'] = "black_tile.png"
tilesetimg.attrib['width'] = "32"
tilesetimg.attrib['height'] = "32"
layer = ET.Element('layer')
root.append(layer)
layer.attrib['name'] = "Tile Layer 1"
layer.attrib['width'] = "25"
layer.attrib['height'] = "20"
data = ET.Element('data')
layer.append(data)
for h in range(height):
for w in range(width):
tile = ET.Element('tile')
data.append(tile)
tile.attrib['gid'] = str(floorplan[w][h])
tmxOutput = open("tmxOutput.tmx", 'w')
ET.ElementTree(root).write(tmxOutput)
tmxOutput.close()
def drawBuilding(floor, width, height, rooms):
img = Image.new("RGB", (width * tile_size + tile_size + 20, height * tile_size + tile_size + 20), "white")
draw = ImageDraw.Draw(img)
for w in range(width):
for h in range(height):
if( floor[w][h] == 1):
pointX = (w*tile_size) + (tile_size / 2)
pointY = (h*tile_size) + (tile_size / 2)
draw.rectangle( [ (pointX,pointY ), (pointX + tile_size, pointY + tile_size) ], outline="#000000")
#draw.text( (pointX + tile_size/2, pointY + tile_size/2), str(w) + "," + str(h), fill="#000000")
if (floor[w][h] == -1):
pointX = (w*tile_size) + (tile_size / 2)
pointY = (h*tile_size) + (tile_size / 2)
draw.rectangle( [ (pointX,pointY ), (pointX + tile_size, pointY + tile_size) ], outline="#FF0000")
#draw.text( (pointX + tile_size/2, pointY + tile_size/2), str(w) + "," + str(h), fill="#000000")
for room in rooms:
#for w,h in room.tiles:
# draw.rectangle( [ (w * tile_size,h * tile_size ), (w * tile_size + tile_size, h * tile_size + tile_size) ], outline="#000000")
draw.text( (room.x * tile_size + room.width * tile_size/2, room.y * tile_size + room.height * tile_size/2), room.type, fill="#000000")
global imgVar
img.save( str(imgVar) + ".png", "PNG")
imgVar += 1
def removeTile(position, rooms):
for room in rooms:
if position in room.tiles:
print "remove",position
room.tiles.remove(position)
def removeDoubleRows(floor, width, height, generatedRooms):
# remove any double rows that crop up from converting float to int
for room in generatedRooms:
# check left side of room if a wall is there
newX = room.x
for h in range(room.y, room.y + room.height):
if(room.x > 0):
if(floor[ room.x - 1][h] == 1):
print room.type,"found left side-",room.x-1,h
if( (room.x,h) in room.tiles and (room.x-1,h) not in room.tiles):
if(room.y != h and room.y + room.height != h and floor[room.x-2][h] != 1 and floor[room.x+1][h] != 1):
floor[room.x][h] = 0
removeTile( (room.x,h),generatedRooms )
room.tiles.append( (room.x-1,h) )
newX = room.x-1
if(floor[ room.x + 1][h] == 1):
print room.type,"found left side+",room.x+1,h
if( (room.x,h) in room.tiles):
print "height",room.y,room.height,h
if(room.y != h and room.y + room.height != h and floor[room.x+2][h] != 1 ):
floor[room.x][h] = 0
removeTile( (room.x,h),generatedRooms )
#increasedWidth = True
#if(newX != room.x):
# room.x = newX
# room.width += 1
# check right side of room if a wall is there
increasedWidth = False
for h in range(room.y, room.y + room.height):
if(room.x + room.width < width):
if(floor[ room.x + room.width + 1][h] == 1):
print room.type,"found right side",room.x + room.width + 1,h, "with x pos",room.x,"width",room.width
if( (room.x + room.width,h) in room.tiles and (room.x + room.width+1,h) not in room.tiles):
if(room.y != h and room.y + room.height != h and floor[room.x+room.width+2][h] != 1 and floor[room.x+room.width-1][h] != 1):
floor[room.x+room.width][h] = 0
removeTile( (room.x+room.width,h),generatedRooms )
room.tiles.append( (room.x+room.width+1,h) )
increasedWidth = True
if(floor[ room.x + room.width - 1][h] == 1):
print room.type,"found right side-1",room.x + room.width - 1,h, "with x pos",room.x,"width",room.width,"y",room.y,"h",h
if( (room.x + room.width,h) in room.tiles):
if(room.y != h and room.y + room.height != h and floor[room.x+room.width-2][h] != 1):
floor[room.x+room.width][h] = 0
removeTile( (room.x+room.width,h),generatedRooms )
#increasedWidth = True
#if(increasedWidth):
# room.width += 1
# check top side of room if a wall is there
newY = room.y
for w in range(room.x, room.x + room.width):
if(room.y > 0):
if(w == 18):
print "comparing",w,room.y-1
if(floor[w][room.y - 1] == 1):
print room.type,"found top side",w,room.y - 1,room.x,room.x+room.width
if( (w,room.y) in room.tiles and (w,room.y - 1) not in room.tiles):
if(room.x != w and room.x + room.width != w and floor[w][room.y-2] != 1 and floor[w][room.y+1] != 1):
floor[w][room.y] = 0
removeTile( (w,room.y),generatedRooms )
room.tiles.append( (w,room.y-1) )
newY = room.y -1
if(floor[w][room.y + 1] == 1):
if( (w,room.y) in room.tiles ):
if(room.x != w and room.x + room.width != w and floor[w][room.y+2] != 1):
floor[w][room.y] = 0
removeTile( (w,room.y),generatedRooms )
#increasedHeight = True
#if(newY != room.y):
# room.y = newY
# room.height += 1
# check bottom side of room if a wall is there
increasedHeight = False
for w in range(room.x, room.x + room.width):
if(room.y + room.height < height):
if(floor[w][room.y+room.height + 1] == 1):
print room.type,"found bottom side",w,room.y+room.height + 1, "room.x",room.x,"w",w
if( (w,room.y+room.height) in room.tiles and (w,room.y+room.height + 1) not in room.tiles):
if(room.x != w and room.x + room.width != w and floor[w][room.y+room.height+2] != 1 and floor[w][room.y+room.height-1] != 1):
floor[w][room.y+room.height] = 0
removeTile( (w,room.y+room.height),generatedRooms )
room.tiles.append( (w,room.y+room.height+1) )
increasedHeight = True
if(floor[w][room.y+room.height - 1] == 1):
print room.type,"found bottom side",w,room.y - 1
if( (w,room.y+room.height) in room.tiles ):
if(room.x != w and room.x + room.width != w and floor[w][room.y+room.height-2] != 1):
floor[w][room.y+room.height] = 0
removeTile( (w,room.y+room.height),generatedRooms )
#increasedHeight = True
#if(increasedHeight):
# room.height += 1
def pathTouchesRooms(path,rooms):
for room in rooms:
inRoom = False
for pos in path:
if pos in room.tiles:
inRoom = True
continue
if inRoom == False:
return False
return True
def distance(p1,p2):
return math.hypot(p2[0]-p1[0], p2[1]-p1[1])
def calculateCorridorPath(floor, width, height, rooms, startRoom):
roomsNotTouchingStartRoom = []
for room in rooms:
inRoom = False
for pos in room.tiles:
if pos in startRoom.tiles:
inRoom = True
floor[pos[0]][pos[1]] = 0
if inRoom == False:
roomsNotTouchingStartRoom.append(room)
for room in roomsNotTouchingStartRoom:
print "not touching",room.type
for w in range(0,width+1):
print "remove",w,0
floor[w][0] = 0
removeTile((w,0),rooms)
floor[w][height] = 0
removeTile((w,height),rooms)
for h in range(0,height+1):
print "remove",0,h
floor[0][h] = 0
removeTile((0,h),rooms)
floor[width][h] = 0
removeTile((width,h),rooms)
#floor[13][8] = 1
# get start point (the spot closest to the centre of the floor, from the start room)
floorMid = (width/2,height/2)
closestPos = None
closestDist = 999999
lastPos = None
for pos in startRoom.tiles:
dist = distance(pos,floorMid)
if(dist < closestDist):
lastPos = closestPos
closestPos = pos
closestDist = dist
startPoint = closestPos
floor[lastPos[0]][lastPos[1]] = 1
availablePaths = []
path = [startPoint]
stack = [path]
firstRun = True
# pathfinding
while(len(stack) > 0):
path = stack.pop()
pos = path.pop()
# did we find an exit
if( floor[pos[0]][pos[1]] == 1 ):
if( pos[0] == 1 or pos[0] == width or pos[1] == 1 or pos[1] == height-1):
print "found exit at",pos[0],pos[1]
foundPath = []
foundPath.append( (pos[0],pos[1]) )
for w in range(width):
for h in range(height):
if floor[w][h] == -1:
foundPath.append( (w,h) )
# if it touches every square
if(pathTouchesRooms(foundPath,roomsNotTouchingStartRoom)):
print "this path can work", imgVar
availablePaths.append(foundPath)
drawBuilding(floor,width+1,height+1, rooms)
# search for available squares around each tile
if( ((floor[pos[0]][pos[1]] != 0) and (floor[pos[0]][pos[1]] != -1)) or firstRun):
firstRun = False
floor[pos[0]][pos[1]] = -1
newpath = list(path)
newpath.append( (pos[0] + 1, pos[1]) )
stack.append(newpath)
newpath = list(path)
newpath.append( (pos[0] - 1, pos[1]) )
stack.append(newpath)
newpath = list(path)
newpath.append( (pos[0], pos[1] + 1) )
stack.append(newpath)
newpath = list(path)
newpath.append( (pos[0], pos[1] - 1) )
stack.append(newpath)
# return shortest path
availablePaths.sort(key=len)
return availablePaths[0]
def applyCorridorPath(floor, rooms, corridorPath, startRoom):
startPos = corridorPath[ len(corridorPath)-1]
print startPos
for x,y in corridorPath:
# TODO update the tiles for each room affected...
floor[x][y] = 0
if( (x,y) not in startRoom.tiles):
if (x-1,y) not in corridorPath:
floor[x-1][y] = 1
if (x+1,y) not in corridorPath:
floor[x+1][y] = 1
if (x,y-1) not in corridorPath:
floor[x][y-1] = 1
if (x,y+1) not in corridorPath:
floor[x][y+1] = 1
#random.seed(6)
XMLreader = XMLBuildingTemplateReader("example_format.xml")
buildings = XMLreader.loadBuildings()
rooms = XMLreader.loadRooms()
house_maker = GenerateBuilding(buildings[0], rooms)
values = house_maker.generateRooms()
x = 0
y = 0
width = 25
height = 20
tile_size = 32
widthtotal = width * tile_size
heighttotal = height * tile_size
# wtf python how do i make 2d array
floor = [[[0] for ni in range(height+1)] for mi in range(width+1)]
for w in range(width):
for h in range(height):
floor[w][h] = 0
values = squarify_module.normalize_sizes(values, widthtotal, heighttotal)
# returns a list of rectangles
rects = squarify_module.padded_squarify(values, x, y,widthtotal, heighttotal)
img = Image.new("RGB", (widthtotal + tile_size + 20, heighttotal + tile_size + 20), "white")
draw = ImageDraw.Draw(img)
startRoom = None
generatedRooms = []
# place rooms
for rect in rects:
drawBuilding(floor, width, height, generatedRooms)
rectX = int( round(rect['x'] / tile_size))
rectY = int( round(rect['y'] / tile_size))
rectWidth = int( round(rect['dx'] / tile_size))
rectHeight = int( round(rect['dy'] / tile_size))
rectCentreX = int(math.ceil(rectX + (rectWidth / 2)))
rectCentreY = int(math.ceil(rectY + (rectHeight / 2)))
while(rectX + rectWidth >= width):
rectWidth -= 1
while(rectY + rectHeight >= height):
rectHeight -= 1
roomFurniture = []
for roomTemplate in house_maker.possibleRooms:
if(roomTemplate.type == rect['name']):
roomFurniture = list(roomTemplate.furniture)
newRoom = Room(rect['name'], rectX, rectY, rectWidth, rectHeight, roomFurniture)
newRoom.tiles = []
generatedRooms.append( newRoom );
# top side
for w in range(0,rectWidth):
floor[rectX + w][rectY] = 1
newRoom.tiles.append( (rectX + w, rectY) )
# bottom side
for w in range(0,rectWidth):
floor[rectX + w][rectY + rectHeight] = 1
newRoom.tiles.append( (rectX + w, rectY + rectHeight) )
# left side
for h in range(0,rectHeight+1):
floor[rectX][rectY + h] = 1
newRoom.tiles.append( (rectX, rectY + h) )
# right side
for h in range(0,rectHeight+1):
floor[rectX + rectWidth][rectY + h] = 1
newRoom.tiles.append( (rectX + rectWidth, rectY + h) )
#print rectX, rectY
#draw.rectangle( [ (rectX, rectY), (rectX + rectWidth, rectY + rectHeight) ], outline="#000000")
removeDoubleRows(floor, width, height, generatedRooms)
# draw front door
if(rect['name'] == "livingRoom"):
startRoom = newRoom
if(rectX < 3):
draw.rectangle( [ (rectX*tile_size, rectCentreY*tile_size), (tile_size, rectCentreY*tile_size+tile_size) ], outline="#000000")
if(rectX >= width-3):
draw.rectangle( [ (rectX*tile_size, rectCentreY*tile_size), (tile_size, rectCentreY*tile_size+tile_size) ], outline="#000000")
if(rectY < 3):
draw.rectangle( [ (rectCentreX*tile_size, rectY*tile_size), (rectCentreX*tile_size+tile_size, tile_size) ], outline="#000000")
if(rectY >= height-3):
draw.rectangle( [ (rectCentreX*tile_size0, rectY*tile_size), (rectCentreX*tile_size+tile_size, tile_size) ], outline="#000000")
#if(len(generatedRooms) == 7):
# break
export_TMX(floor, width, height)
drawBuilding(floor, width, height, generatedRooms)
corridorPath = calculateCorridorPath(copy.deepcopy(floor), width-1, height-1, generatedRooms, startRoom)
applyCorridorPath(floor,rooms,corridorPath, startRoom)
drawBuilding(floor, width, height, generatedRooms)