SpatialWorld / data /game /maze3d_pro /generate.py
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import os
import random
import collections
import matplotlib.pyplot as plt
import numpy as np
# --- ---
OUTPUT_DIR = r"." #
WALL = '#'
EMPTY = ' '
START = 'S'
EXIT = 'E'
STAIR = 'T' #
if not os.path.exists(OUTPUT_DIR):
os.makedirs(OUTPUT_DIR)
# ==========================================
# 1. ( )
# ==========================================
def _generate_single_floor(width, height, straightness, dead_end_removal, difficulty,
entry_pos, exit_stair_pos=None):
"""
entry_pos: ( S, T)
exit_stair_pos: ( None)
"""
grid = [[WALL for _ in range(width)] for _ in range(height)]
sx, sy = entry_pos
obstacle_coords = set()
# --- A: ( ) ---
if width >= 15:
raw_len = int(min(width, height) * (0.05 + difficulty * 0.15))
safe_limit = min(width, height) // 4
protrude_len = max(2, min(raw_len, safe_limit))
# ,
potential_obstacles = []
# ... ( , ) ...
# , ,
# DFS
# --- B: ---
if width > 13:
area = width * height
density_base = 0.005 if width < 21 else 0.01
num_random = int(area * density_base * (1 + difficulty * 2))
num_random = min(num_random, area // 15)
for _ in range(num_random):
cx = random.randrange(3, width - 3, 2)
cy = random.randrange(3, height - 3, 2)
# : , ,
dist_start = abs(cx-sx) + abs(cy-sy)
dist_exit = 999
if exit_stair_pos:
dist_exit = abs(cx-exit_stair_pos[0]) + abs(cy-exit_stair_pos[1])
if dist_start > 4 and dist_exit > 4:
obstacle_coords.add((cx, cy))
# --- C: DFS ---
#
# : (S T) ,
#
visited = set([(sx, sy)]) | obstacle_coords
stack = [(sx, sy, 0, 0)]
directions = [(0, -2), (0, 2), (-2, 0), (2, 0)]
while stack:
cx, cy, last_dx, last_dy = stack[-1]
neighbors = []
for dx, dy in directions:
nx, ny = cx + dx, cy + dy
if 1 <= nx < width-1 and 1 <= ny < height-1:
if (nx, ny) not in visited:
neighbors.append((nx, ny, dx, dy))
if neighbors:
same_dir_n = next((n for n in neighbors if n[2] == last_dx and n[3] == last_dy), None)
if same_dir_n and random.random() < straightness:
chosen = same_dir_n
else:
chosen = random.choice(neighbors)
nx, ny, dx, dy = chosen
grid[cy + dy//2][cx + dx//2] = EMPTY #
grid[ny][nx] = EMPTY #
visited.add((nx, ny))
stack.append((nx, ny, dx, dy))
else:
stack.pop()
# --- D: ---
# DFS ,
# exit_stair_pos ( ) ,
# DFS ( ),
if exit_stair_pos:
ex, ey = exit_stair_pos
# ,
# , DFS
# ,
grid[ey][ex] = EMPTY
# ( )
for dx, dy in [(0,1), (0,-1), (1,0), (-1,0)]:
if grid[ey+dy][ex+dx] == EMPTY:
break
else:
# ,
grid[ey][ex-1] = EMPTY
# --- E: ---
if dead_end_removal > 0:
dead_ends = []
for y in range(1, height-1):
for x in range(1, width-1):
if grid[y][x] == EMPTY:
w_count = sum(1 for dx, dy in [(0,1),(0,-1),(1,0),(-1,0)] if grid[y+dy][x+dx] == WALL)
if w_count == 3: dead_ends.append((x, y))
random.shuffle(dead_ends)
remove_count = int(len(dead_ends) * dead_end_removal)
for i in range(remove_count):
dx, dy = dead_ends[i]
# ( , )
valid_n = []
for nx, ny in [(0,1),(0,-1),(1,0),(-1,0)]:
tx, ty = dx+nx, dy+ny
if 1 <= tx < width-1 and 1 <= ty < height-1:
if grid[ty][tx] == WALL and (tx, ty) not in obstacle_coords:
valid_n.append((nx, ny))
if valid_n:
wx, wy = random.choice(valid_n)
grid[dy+wy][dx+wx] = EMPTY
return grid, obstacle_coords
# ==========================================
# 2. 3D
# ==========================================
def generate_3d_tower(width, height, straightness, removal, difficulty, num_floors=3):
"""
"""
floors_data = [] # grid
all_obstacles = []
# 1.
# Floor 0: Start (1,1) -> Stair_Up (Random)
# Floor 1: Stair_Down (== Floor 0 Stair_Up) -> Stair_Up (Random)
# ...
# Floor Top: Stair_Down (== Floor N-1 Stair_Up) -> End (Random somewhere)
# ,
possible_xs = list(range(1, width-1, 2))
possible_ys = list(range(1, height-1, 2))
def get_random_pos(exclude_pos=None):
while True:
px = random.choice(possible_xs)
py = random.choice(possible_ys)
if exclude_pos and (abs(px - exclude_pos[0]) + abs(py - exclude_pos[1]) < 4):
continue # ,
return (px, py)
#
connections = [] # [(start_pos, end_pos), ...]
current_start = (1, 1) # 1
for i in range(num_floors):
is_top = (i == num_floors - 1)
if is_top:
# ,
# 'E'
target_pos = None
else:
#
target_pos = get_random_pos(exclude_pos=current_start)
connections.append((current_start, target_pos))
# ( )
current_start = target_pos
# 2.
for i in range(num_floors):
entry, exit_stair = connections[i]
#
grid, obstacles = _generate_single_floor(
width, height, straightness, removal, difficulty,
entry_pos=entry,
exit_stair_pos=exit_stair
)
#
#
if i == 0:
grid[entry[1]][entry[0]] = START # 1 Start
else:
grid[entry[1]][entry[0]] = STAIR #
#
if exit_stair:
grid[exit_stair[1]][exit_stair[0]] = STAIR
floors_data.append(grid)
all_obstacles.append(obstacles)
# 3. (E)
# : ,
valid_exit_placed = False
attempt_count = 0
while not valid_exit_placed and attempt_count < 100:
target_floor_idx = random.randint(0, num_floors - 1)
#
candidates = []
target_grid = floors_data[target_floor_idx]
for y in range(height):
for x in range(width):
char = target_grid[y][x]
if char == EMPTY:
# ( )
entry_pos = connections[target_floor_idx][0]
if abs(x - entry_pos[0]) + abs(y - entry_pos[1]) > width // 3:
candidates.append((x, y))
if candidates:
ex, ey = random.choice(candidates)
target_grid[ey][ex] = EXIT
valid_exit_placed = True
print(f" -> {target_floor_idx+1} ({ex}, {ey})")
attempt_count += 1
return floors_data, all_obstacles
# ==========================================
# 3.
# ==========================================
def save_3d_level(index, width, height, straightness, removal, difficulty):
# :2 4
num_floors = random.choice([2, 3, 4])
if width < 15: num_floors = 2 #
floors, obstacles = generate_3d_tower(width, height, straightness, removal, difficulty, num_floors)
filename_base = f"Level_{index+1:02d}"
txt_path = os.path.join(OUTPUT_DIR, f"{filename_base}.txt")
# TXT
# : === ---
with open(txt_path, 'w', encoding='utf-8') as f:
for i, grid in enumerate(floors):
if i > 0:
f.write("===\n") #
for line in grid:
f.write("".join(line) + "\n")
# ( )
fig, axes = plt.subplots(1, num_floors, figsize=(4 * num_floors, 4))
if num_floors == 1: axes = [axes]
for i, ax in enumerate(axes):
grid = floors[i]
obs = obstacles[i]
matrix = np.zeros((height, width))
start_pt = None
exit_pt = None
stair_pts = []
for y in range(height):
for x in range(width):
char = grid[y][x]
if (x, y) in obs: matrix[y][x] = 0.3 #
elif char == WALL: matrix[y][x] = 0.0 #
else: matrix[y][x] = 1.0 #
if char == START: start_pt = (x, y)
elif char == EXIT: exit_pt = (x, y)
elif char == STAIR: stair_pts.append((x, y))
ax.imshow(matrix, cmap='gray', interpolation='nearest')
if start_pt: ax.scatter(start_pt[0], start_pt[1], c='lime', s=100, label='Start', zorder=5)
if exit_pt: ax.scatter(exit_pt[0], exit_pt[1], c='orange', s=100, label='Exit', zorder=5)
if stair_pts:
xs, ys = zip(*stair_pts)
ax.scatter(xs, ys, c='cyan', s=80, marker='s', label='Stair', zorder=5)
ax.set_title(f"Floor {i+1}")
ax.axis('off')
plt.suptitle(f"Level {index+1}: {width}x{height} x {num_floors} Floors", fontsize=14)
plt.savefig(os.path.join(OUTPUT_DIR, f"{filename_base}.png"), bbox_inches='tight')
plt.close()
def main():
print(f"🚀 3D ( )...")
TOTAL_LEVELS = 20
MIN_SIZE, MAX_SIZE = 5,11 #
for i in range(TOTAL_LEVELS):
t = i / (TOTAL_LEVELS - 1)
size = int(MIN_SIZE + t * (MAX_SIZE - MIN_SIZE))
if size % 2 == 0: size += 1
difficulty = t
straightness = 0.90 - t * 0.6
removal = 0.6 - t * 0.5
save_3d_level(i, size, size, straightness, removal, difficulty)
print(f" [ {i+1}/{TOTAL_LEVELS}] Level {i+1}")
print(f"\n✅ ! : {OUTPUT_DIR}")
if __name__ == "__main__":
main()