tcod.bsp

The following example shows how to traverse the BSP tree using Python. This assumes create_room and connect_rooms will be replaced by custom code.

Example:

import tcod.bsp

bsp = tcod.bsp.BSP(x=0, y=0, width=80, height=60)
bsp.split_recursive(
    depth=5,
    min_width=3,
    min_height=3,
    max_horizontal_ratio=1.5,
    max_vertical_ratio=1.5,
)

# In pre order, leaf nodes are visited before the nodes that connect them.
for node in bsp.pre_order():
    if node.children:
        node1, node2 = node.children
        print('Connect the rooms:\n%s\n%s' % (node1, node2))
    else:
        print('Dig a room for %s.' % node)
class tcod.bsp.BSP(x: int, y: int, width: int, height: int)[source]

A binary space partitioning tree which can be used for simple dungeon generation.

x

Rectangle left coordinate.

Type:int
y

Rectangle top coordinate.

Type:int
width

Rectangle width.

Type:int
height

Rectangle height.

Type:int
level

This nodes depth.

Type:int
position

The integer of where the node was split.

Type:int
horizontal

This nodes split orientation.

Type:bool
parent

This nodes parent or None

Type:Optional[BSP]
children

A tuple of (left, right) BSP instances, or an empty tuple if this BSP has no children.

Type:Union[Tuple[()], Tuple[BSP, BSP]]
Parameters:
  • x (int) – Rectangle left coordinate.
  • y (int) – Rectangle top coordinate.
  • width (int) – Rectangle width.
  • height (int) – Rectangle height.
__str__() → str[source]

Provide a useful readout when printed.

contains(x: int, y: int) → bool[source]

Returns True if this node contains these coordinates.

Parameters:
  • x (int) – X position to check.
  • y (int) – Y position to check.
Returns:

True if this node contains these coordinates.

Otherwise False.

Return type:

bool

find_node(x: int, y: int) → Optional[tcod.bsp.BSP][source]

Return the deepest node which contains these coordinates.

Returns:BSP object or None.
Return type:Optional[BSP]
in_order() → Iterator[tcod.bsp.BSP][source]

Iterate over this BSP’s hierarchy in order.

New in version 8.3.

inverted_level_order() → Iterator[tcod.bsp.BSP][source]

Iterate over this BSP’s hierarchy in inverse level order.

New in version 8.3.

level_order() → Iterator[tcod.bsp.BSP][source]

Iterate over this BSP’s hierarchy in level order.

New in version 8.3.

post_order() → Iterator[tcod.bsp.BSP][source]

Iterate over this BSP’s hierarchy in post order.

New in version 8.3.

pre_order() → Iterator[tcod.bsp.BSP][source]

Iterate over this BSP’s hierarchy in pre order.

New in version 8.3.

split_once(horizontal: bool, position: int) → None[source]

Split this partition into 2 sub-partitions.

Parameters:
  • horizontal (bool) –
  • position (int) –
split_recursive(depth: int, min_width: int, min_height: int, max_horizontal_ratio: float, max_vertical_ratio: float, seed: Optional[tcod.random.Random] = None) → None[source]

Divide this partition recursively.

Parameters:
  • depth (int) – The maximum depth to divide this object recursively.
  • min_width (int) – The minimum width of any individual partition.
  • min_height (int) – The minimum height of any individual partition.
  • max_horizontal_ratio (float) – Prevent creating a horizontal ratio more extreme than this.
  • max_vertical_ratio (float) – Prevent creating a vertical ratio more extreme than this.
  • seed (Optional[tcod.random.Random]) – The random number generator to use.
walk() → Iterator[tcod.bsp.BSP][source]

Iterate over this BSP’s hierarchy in pre order.

Deprecated since version 2.3: Use pre_order instead.