by James Spencer
This is a descendant of my first dungeon generator. Additionally, it is licensed under CC0, and you should be able to save it to a file and just run it by typing: python
This Dungeon Generator allows you to set:
At itโs heart this dungeon generator is a simple beast, it merely tries to randomly place rooms, optionally removing rooms that overlap. It then joins the rooms with corridors.
What is nice about this generator is that it maintains a list of rooms and corridors. To add doors to the rooms all you have to do is walk over the list of rooms, look at the edges of the rooms, and decorate them with doors (which is what I do in the descendants of this generator). Another useful function would be to walk over the corridor list removing corridors that only connect rooms that other corridors already have connected (also something I did in the descendants of this generator). That helps prevent rooms from looking too chopped up with corridors. Since the corridor list is generated by walking over the room list and joining one room to the next you can get dungeons of very different character by modifying the order of the room list (eg, by sorting the room list in order of the next nearest room), then re-generating the corridors. By maintaining a corridor and room list it makes it trivial to go back after you generate a dungeon and decorate and populate rooms and corridors.
Note: The Pastebin link makes it easy to download the code, and has rather better code highlighting.
#! /usr/bin/env python
# coding: utf-8
# generator-1.py, a simple python dungeon generator by
# James Spencer <jamessp [at] gmail.com>.
# To the extent possible under law, the person who associated CC0 with
# pathfinder.py has waived all copyright and related or neighboring rights
# to pathfinder.py.
# You should have received a copy of the CC0 legalcode along with this
# work. If not, see <http://creativecommons.org/publicdomain/zero/1.0/>.
from __future__ import print_function
import random
CHARACTER_TILES = {'stone': ' ',
'floor': '.',
'wall': '#'}
class Generator():
def __init__(self, width=64, height=64, max_rooms=15, min_room_xy=5,
max_room_xy=10, rooms_overlap=False, random_connections=1,
random_spurs=3, tiles=CHARACTER_TILES):
self.width = width
self.height = height
self.max_rooms = max_rooms
self.min_room_xy = min_room_xy
self.max_room_xy = max_room_xy
self.rooms_overlap = rooms_overlap
self.random_connections = random_connections
self.random_spurs = random_spurs
self.tiles = CHARACTER_TILES
self.level = []
self.room_list = []
self.corridor_list = []
self.tiles_level = []
def gen_room(self):
x, y, w, h = 0, 0, 0, 0
w = random.randint(self.min_room_xy, self.max_room_xy)
h = random.randint(self.min_room_xy, self.max_room_xy)
x = random.randint(1, (self.width - w - 1))
y = random.randint(1, (self.height - h - 1))
return [x, y, w, h]
def room_overlapping(self, room, room_list):
x = room[0]
y = room[1]
w = room[2]
h = room[3]
for current_room in room_list:
# The rectangles don't overlap if
# one rectangle's minimum in some dimension
# is greater than the other's maximum in
# that dimension.
if (x < (current_room[0] + current_room[2]) and
current_room[0] < (x + w) and
y < (current_room[1] + current_room[3]) and
current_room[1] < (y + h)):
return True
return False
def corridor_between_points(self, x1, y1, x2, y2, join_type='either'):
if x1 == x2 and y1 == y2 or x1 == x2 or y1 == y2:
return [(x1, y1), (x2, y2)]
else:
# 2 Corridors
# NOTE: Never randomly choose a join that will go out of bounds
# when the walls are added.
join = None
if join_type is 'either' and set([0, 1]).intersection(
set([x1, x2, y1, y2])):
join = 'bottom'
elif join_type is 'either' and set([self.width - 1,
self.width - 2]).intersection(set([x1, x2])) or set(
[self.height - 1, self.height - 2]).intersection(
set([y1, y2])):
join = 'top'
elif join_type is 'either':
join = random.choice(['top', 'bottom'])
else:
join = join_type
if join is 'top':
return [(x1, y1), (x1, y2), (x2, y2)]
elif join is 'bottom':
return [(x1, y1), (x2, y1), (x2, y2)]
def join_rooms(self, room_1, room_2, join_type='either'):
# sort by the value of x
sorted_room = [room_1, room_2]
sorted_room.sort(key=lambda x_y: x_y[0])
x1 = sorted_room[0][0]
y1 = sorted_room[0][1]
w1 = sorted_room[0][2]
h1 = sorted_room[0][3]
x1_2 = x1 + w1 - 1
y1_2 = y1 + h1 - 1
x2 = sorted_room[1][0]
y2 = sorted_room[1][1]
w2 = sorted_room[1][2]
h2 = sorted_room[1][3]
x2_2 = x2 + w2 - 1
y2_2 = y2 + h2 - 1
# overlapping on x
if x1 < (x2 + w2) and x2 < (x1 + w1):
jx1 = random.randint(x2, x1_2)
jx2 = jx1
tmp_y = [y1, y2, y1_2, y2_2]
tmp_y.sort()
jy1 = tmp_y[1] + 1
jy2 = tmp_y[2] - 1
corridors = self.corridor_between_points(jx1, jy1, jx2, jy2)
self.corridor_list.append(corridors)
# overlapping on y
elif y1 < (y2 + h2) and y2 < (y1 + h1):
if y2 > y1:
jy1 = random.randint(y2, y1_2)
jy2 = jy1
else:
jy1 = random.randint(y1, y2_2)
jy2 = jy1
tmp_x = [x1, x2, x1_2, x2_2]
tmp_x.sort()
jx1 = tmp_x[1] + 1
jx2 = tmp_x[2] - 1
corridors = self.corridor_between_points(jx1, jy1, jx2, jy2)
self.corridor_list.append(corridors)
# no overlap
else:
join = None
if join_type is 'either':
join = random.choice(['top', 'bottom'])
else:
join = join_type
if join is 'top':
if y2 > y1:
jx1 = x1_2 + 1
jy1 = random.randint(y1, y1_2)
jx2 = random.randint(x2, x2_2)
jy2 = y2 - 1
corridors = self.corridor_between_points(
jx1, jy1, jx2, jy2, 'bottom')
self.corridor_list.append(corridors)
else:
jx1 = random.randint(x1, x1_2)
jy1 = y1 - 1
jx2 = x2 - 1
jy2 = random.randint(y2, y2_2)
corridors = self.corridor_between_points(
jx1, jy1, jx2, jy2, 'top')
self.corridor_list.append(corridors)
elif join is 'bottom':
if y2 > y1:
jx1 = random.randint(x1, x1_2)
jy1 = y1_2 + 1
jx2 = x2 - 1
jy2 = random.randint(y2, y2_2)
corridors = self.corridor_between_points(
jx1, jy1, jx2, jy2, 'top')
self.corridor_list.append(corridors)
else:
jx1 = x1_2 + 1
jy1 = random.randint(y1, y1_2)
jx2 = random.randint(x2, x2_2)
jy2 = y2_2 + 1
corridors = self.corridor_between_points(
jx1, jy1, jx2, jy2, 'bottom')
self.corridor_list.append(corridors)
def gen_level(self):
# build an empty dungeon, blank the room and corridor lists
for i in range(self.height):
self.level.append(['stone'] * self.width)
self.room_list = []
self.corridor_list = []
max_iters = self.max_rooms * 5
for a in range(max_iters):
tmp_room = self.gen_room()
if self.rooms_overlap or not self.room_list:
self.room_list.append(tmp_room)
else:
tmp_room = self.gen_room()
tmp_room_list = self.room_list[:]
if self.room_overlapping(tmp_room, tmp_room_list) is False:
self.room_list.append(tmp_room)
if len(self.room_list) >= self.max_rooms:
break
# connect the rooms
for a in range(len(self.room_list) - 1):
self.join_rooms(self.room_list[a], self.room_list[a + 1])
# do the random joins
for a in range(self.random_connections):
room_1 = self.room_list[random.randint(0, len(self.room_list) - 1)]
room_2 = self.room_list[random.randint(0, len(self.room_list) - 1)]
self.join_rooms(room_1, room_2)
# do the spurs
for a in range(self.random_spurs):
room_1 = [random.randint(2, self.width - 2), random.randint(
2, self.height - 2), 1, 1]
room_2 = self.room_list[random.randint(0, len(self.room_list) - 1)]
self.join_rooms(room_1, room_2)
# fill the map
# paint rooms
for room_num, room in enumerate(self.room_list):
for b in range(room[2]):
for c in range(room[3]):
self.level[room[1] + c][room[0] + b] = 'floor'
# paint corridors
for corridor in self.corridor_list:
x1, y1 = corridor[0]
x2, y2 = corridor[1]
for width in range(abs(x1 - x2) + 1):
for height in range(abs(y1 - y2) + 1):
self.level[min(y1, y2) + height][
min(x1, x2) + width] = 'floor'
if len(corridor) == 3:
x3, y3 = corridor[2]
for width in range(abs(x2 - x3) + 1):
for height in range(abs(y2 - y3) + 1):
self.level[min(y2, y3) + height][
min(x2, x3) + width] = 'floor'
# paint the walls
for row in range(1, self.height - 1):
for col in range(1, self.width - 1):
if self.level[row][col] == 'floor':
if self.level[row - 1][col - 1] == 'stone':
self.level[row - 1][col - 1] = 'wall'
if self.level[row - 1][col] == 'stone':
self.level[row - 1][col] = 'wall'
if self.level[row - 1][col + 1] == 'stone':
self.level[row - 1][col + 1] = 'wall'
if self.level[row][col - 1] == 'stone':
self.level[row][col - 1] = 'wall'
if self.level[row][col + 1] == 'stone':
self.level[row][col + 1] = 'wall'
if self.level[row + 1][col - 1] == 'stone':
self.level[row + 1][col - 1] = 'wall'
if self.level[row + 1][col] == 'stone':
self.level[row + 1][col] = 'wall'
if self.level[row + 1][col + 1] == 'stone':
self.level[row + 1][col + 1] = 'wall'
def gen_tiles_level(self):
for row_num, row in enumerate(self.level):
tmp_tiles = []
for col_num, col in enumerate(row):
if col == 'stone':
tmp_tiles.append(self.tiles['stone'])
if col == 'floor':
tmp_tiles.append(self.tiles['floor'])
if col == 'wall':
tmp_tiles.append(self.tiles['wall'])
self.tiles_level.append(''.join(tmp_tiles))
print('Room List: ', self.room_list)
print('\nCorridor List: ', self.corridor_list)
[print(row) for row in self.tiles_level]
if __name__ == '__main__':
gen = Generator()
gen.gen_level()
gen.gen_tiles_level()
python3 generator-1.py
Room List: [[45, 26, 7, 9], [29, 18, 8, 10], [21, 28, 9, 5], [7, 26, 7, 7], [21, 16, 9, 7],
[18, 51, 9, 6], [42, 52, 6, 9], [4, 46, 9, 5], [20, 4, 8, 6], [56, 1, 7, 10], [16, 5, 7, 7],
[55, 34, 7, 9], [37, 33, 7, 9], [8, 11, 6, 8], [34, 2, 6, 8]]
Corridor List: [[(37, 26), (44, 26)], [(29, 28), (29, 27)], [(14, 28), (20, 28)],
[(11, 25), (11, 18), (20, 18)], [(24, 23), (24, 50)], [(27, 56), (41, 56)],
[(13, 46), (46, 46), (46, 51)], [(6, 45), (6, 4), (19, 4)], [(28, 5), (55, 5)], [(23, 5), (55, 5)],
[(20, 12), (20, 40), (54, 40)], [(44, 38), (54, 38)], [(14, 13), (40, 13), (40, 32)],
[(14, 17), (37, 17), (37, 10)], [(30, 22), (62, 22), (62, 11)], [(37, 27), (37, 16)],
[(14, 12), (57, 12), (57, 59)], [(6, 59), (6, 29), (44, 29)]]
#########
######## #.......#
#......# #.......#
######################## #......# #.......#
#......................######......################.......#
#.#########...............................................#
#.# #............######......################.......#
#.# #............# #......# #.......#
#.# #............# #......# #.......#
#.# #............# #......# #.......#
#.#########.......###### ####.### #.......#
#.#......##.......##############.########################.#
#.#..................................................# #.#
#.#.................................################.# #.#
#.#......######.################.##.# #.# #.#
#.#......# #.########## #.##.# #.# #.#
#.#......######..........#######.##.# #.# #.#
#.#..............................##.# #.# #.#
#.#..............................##.# #.# #.#
#.####.########..................##.# #.# #.#
#.# #.# #..................##.# #.# #.#
#.# #.# #..................##.################.####.#
#.# #.# #...........................................#
#.# #.# #.###.####.........##.################.######
#.# #.# #.# #.# #.........##.# #.#
#.####.### #.# #.# #.........##.############ #.#
#........# #.# #.# #.......................# #.#
#........######.###.####.........##.####.......# #.#
#........................##########.####.......# #.#
#..............................................# #.#
#........######..........##########.####.......# #.#
#........# #..........# #.# #.......# #.#
#........# #..........# ####.####.......# #.#
#.######## #.###.###### #.......#.......# ###.#####
#.# #.# #.# #.......#.......# #.......#
#.# #.# #.# #.......######### #.......#
#.# #.# #.# #.......# #.......#
#.# #.# #.# #.......###########.......#
#.# #.# #.# #.........................#
#.# #.###.############.......###########.......#
#.# #..........................................#
#.# #####.############.......###########.......#
#.# #.# ######### #.......#
#.# #.# ###.#####
#.# #.# #.#
###.#################.####################### #.#
#...........................................# #.#
#.........###########.#####################.# #.#
#.........# #.# #.# #.#
#.........# #.# #.# #.#
#.........# #######.### #.# #.#
###.####### #.........# #####.## #.#
#.# #.........# #......# #.#
#.# #.........# #......# #.#
#.# #.........# #......# #.#
#.# #.........###############......# #.#
#.# #..............................# #.#
#.# #########################......# #.#
#.# #......# #.#
#.# #......# #.#
### #......# ###
########
The room list is in [x1, y1, width, height] format, and the corridor list is in [(x1, y1), (x2, y2), ?(x3, y3)] format where (x3, y3) only exist if a hallway has an โLโ bend. Iโm still using a distant descendant of this generator for my as of yet unreleased roguelike. I hope others find it useful.