Start cleanup of room in-links
This commit is contained in:
@@ -44,7 +44,7 @@ chaseCrit = defaultCreature
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, Left targetYouWhenCognizant
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, Right (crMeleeCooldown %~ max 0 . subtract 1)
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]
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, _crHP = 300
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, _crHP = 150
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, _crPict = basicCrPict green
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, _crInv = IM.fromList [(0,medkit 200)]
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, _crMeleeCooldown = 0
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@@ -34,6 +34,7 @@ import System.Random
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initialAnoTree :: RandomGen g => Tree [Annotation g]
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initialAnoTree = padSucWithCorridors $ treeFromTrunk
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[[AnoApplyInt 0 startRoom]
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, [SpecificRoom $ fmap (return . UseAll) doubleCorridorBarrels]
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, [PassthroughLockKeyLists 2 lockRoomKeyItems itemRooms]
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, [AnoApplyInt 1 lasSensorTurretTest]
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-- ,[ChainAnos
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@@ -206,7 +206,6 @@ psj ps pst plmnt = Placement ps pst Nothing (const $ Just plmnt)
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ps0jPushPS :: PSType -> Placement -> Placement
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ps0jPushPS pst plmnt = Placement (PS (V2 0 0) 0) pst Nothing (\p -> Just $ plmnt & plSpot .~ _plSpot p)
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--ps0jPushPS pst plmnt = Placement (PS (V2 0 0) 0) pst Nothing (\p -> Just $ plmnt)
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addPlmnt :: Placement -> Placement -> Placement
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addPlmnt pl pl2 = case pl2 of
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@@ -11,13 +11,11 @@ import Dodge.Item.Craftable
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import System.Random
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import Control.Monad.State
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-- (const $ return $ chainUses $ map singleUseAll [door,lasTunnel,door] , return FlatShield )
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-- ,
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lockRoomKeyItems :: RandomGen g => [ (Int -> State g (SubCompTree Room) , State g CombineType ) ]
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lockRoomKeyItems =
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[(lasCenSensEdge, takeOne [LAUNCHER,LASGUN,SPARKGUN] )
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[(lasCenSensEdge, takeOne [LAUNCHER,LASGUN,SPARKGUN,FLATSHIELD] )
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,(const slowDoorRoomRunPast, return MINIGUN)
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-- ,(longRoom or something, [sniper])
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]
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itemRooms :: RandomGen g => [(CombineType, State g (SubCompTree Room))]
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@@ -36,6 +34,11 @@ itemRooms =
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[roomsContaining $ map makeTypeCraft [TRANSFORMER,CAN,CAN]
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]
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)
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, (FLATSHIELD , join $ takeOne
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[roomsContaining $ map makeTypeCraft [PLATE,PLATE]
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,roomsContaining $ map makeTypeCraft [DRUM,DRUM,PLATE]
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]
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)
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]
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roomsContaining :: RandomGen g => [Item] -> State g (SubCompTree Room)
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@@ -28,7 +28,6 @@ mntLSOn shapeF mcol ls wallp lsp@(V3 lx ly _)
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V2 x y = rotateV 1 . (0.1 *.*) . normalizeV $ wallp -.- V2 lx ly
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setCol = maybe id colorSH mcol
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iShape :: Point2 -> Point3 -> Shape
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iShape wp (V3 x y z) = thinHighBar z wp (V2 x y)
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@@ -87,20 +87,20 @@ placeSpotRoomRand rm i f plmnt w =
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-- the Int here is some id that is assigned when the placement is placed
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placeSpotID :: PlacementSpot -> PSType -> GenWorld -> (Int, GenWorld)
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placeSpotID ps pt w = case pt of
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PutTrigger cnd -> placeNewInto triggers cnd w
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PutTrigger cnd -> plNewID triggers cnd w
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PutMod mdi -> plNewUpID modifications mdID mdi w
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PutProp prp -> plNewUpID props pjID (mvProp p rot prp) w
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PutButton bt -> plNewUpID buttons btID (mvButton p rot bt) w
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PutFlIt itm -> plNewUpID floorItems flItID (createFlIt p rot itm) w
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PutCrit cr -> plNewUpID creatures crID (mvCr p rot cr) w
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PutMachine col pps mc -> placeMachine col (map doShift pps) mc p rot w
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PutMachine col pps mc -> plMachine col (map doShift pps) mc p rot w
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PutLS ls -> plNewUpID lightSources lsID (mvLS p' rot ls) w
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PutPPlate pp -> plNewUpID pressPlates ppID (mvPP p rot pp) w
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RandPS rgn -> evaluateRandPS rgn ps w
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PutDoor col f pss -> placeDoor col f (map (bimap doShift doShift) pss) w
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PutCoord cp -> placeNewInto coordinates (doShift cp) w
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PutDoor col f pss -> plDoor col f (map (bimap doShift doShift) pss) w
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PutCoord cp -> plNewID coordinates (doShift cp) w
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PutSlideDr pth col f a b spd
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-> placeSlideDoor pth col f (doShift a) (doShift b) spd w
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-> plSlideDoor pth col f (doShift a) (doShift b) spd w
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PutBlock bm hp hps wl ps'
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-> placeBlock (map doShift ps') hp wl hps bm w
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PutLineBlock wl bm wdth dpth a b -> placeLineBlock wl bm wdth dpth (doShift a) (doShift b) w
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@@ -142,11 +142,11 @@ addPane wl l wls = IM.insert wlid (wl { _wlLine = l, _wlID = wlid }) wls
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-- | generalised way of putting a new item into a lensed intmap, returning the
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-- new index as well
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placeNewInto :: ALens' World (IM.IntMap a)
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plNewID :: ALens' World (IM.IntMap a)
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-> a
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-> GenWorld
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-> (Int,GenWorld)
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placeNewInto l x w = (i,w & gWorld . l #%~ IM.insert i x)
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plNewID l x w = (i,w & gWorld . l #%~ IM.insert i x)
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where
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i = IM.newKey $ _gWorld w ^# l
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@@ -176,8 +176,8 @@ mvPP p rot pp = pp {_ppPos = p,_ppRot = rot}
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mvCr :: Point2 -> Float -> Creature -> Creature
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mvCr p rot cr = cr {_crPos = p,_crOldPos = p,_crDir = rot}
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placeMachine :: Color -> [Point2] -> Machine -> Point2 -> Float -> GenWorld -> (Int,GenWorld)
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placeMachine color wallpoly mc p rot gw = (mcid
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plMachine :: Color -> [Point2] -> Machine -> Point2 -> Float -> GenWorld -> (Int,GenWorld)
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plMachine color wallpoly mc p rot gw = (mcid
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, gw & gWorld . machines %~ addMc
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& gWorld . walls %~ placeMachineWalls color wallpoly mcid wlid
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)
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@@ -1,7 +1,7 @@
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--{-# LANGUAGE BangPatterns #-}
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module Dodge.Placement.PlaceSpot.TriggerDoor
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( placeDoor
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, placeSlideDoor
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( plDoor
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, plSlideDoor
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) where
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import Dodge.Data
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import Dodge.Default.Wall
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@@ -17,14 +17,13 @@ import Data.List
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import Control.Lens
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--import Data.Graph.Inductive hiding ((&))
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import qualified Data.IntSet as IS
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placeDoor
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:: Color
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plDoor :: Color
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-> (World -> Bool) -- ^ Opening condition
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-> [(Point2,Point2)] -- ^ Door positions, closed to open.
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-- Bumped out up and down by 9, not widened
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-> GenWorld
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-> (Int,GenWorld)
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placeDoor col cond pss gw = (drid, gw & gWorld .~ (addWalls w & doors %~ addDoor))
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plDoor col cond pss gw = (drid, gw & gWorld .~ (addWalls w & doors %~ addDoor))
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where
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w = _gWorld gw
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drid = IM.newKey $ _doors w
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@@ -38,27 +37,29 @@ placeDoor col cond pss gw = (drid, gw & gWorld .~ (addWalls w & doors %~ addDoo
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nsteps = length pss - 1
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wlids = take 4 [IM.newKey $ _walls w ..]
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wlps' = uncurry (rectanglePairs 9) $ head pss
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addWalls w' = foldl' addWall w' $ zip wlids wlps'
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addWall w' (wlid, wlps) = w' & walls %~ IM.insert wlid defaultWall
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{ _wlLine = wlps
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, _wlID = wlid
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, _wlColor = col
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, _wlSeen = False
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, _wlOpacity = Opaque
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, _wlPathable = False
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}
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addWalls w' = foldl' (addDoorWall col False) w' $ zip wlids wlps'
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addDoorWall :: Color -> Bool -> World -> (Int,(Point2,Point2)) -> World
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addDoorWall col pathableStatus w (wlid,wlps) = w & walls %~ IM.insert wlid defaultWall
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{ _wlLine = wlps
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, _wlID = wlid
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, _wlColor = col
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, _wlSeen = False
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, _wlOpacity = Opaque
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, _wlPathable = pathableStatus
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}
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-- TODO use vector instead of list, perhaps also memoisation of rectanglePairs
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-- perhaps also remove use of DoorInt in favour of DoorOpen/DoorClosed
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doorMechanismStepwise :: Int -> Int -> [Int] -> [(Point2,Point2)] -> Door -> World -> World
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doorMechanismStepwise nsteps drid wlids pss dr w
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| toOpen = case _drStatus dr of
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DoorInt x | x == nsteps -> w
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DoorInt x -> setWalls (x+1)
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_ -> w
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DoorInt x -> setWalls (x+1)
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_ -> w
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| otherwise = case _drStatus dr of
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DoorInt 0 -> w
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DoorInt x -> setWalls (x-1)
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_ -> w
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_ -> w
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where
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playSound = soundContinue (WallSound drid) (fst $ head pss) slideDoorS (Just 1)
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toOpen = _drTrigger dr w
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@@ -88,9 +89,9 @@ doorMechanism drid speed wlidOpCps dr w
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doClose w' (wlid,_ ,clp) = moveWallIDToward wlid speed clp w'
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-- TODO cut pathing if not pathable, reset when opened
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placeSlideDoor :: Bool -> Color -> (World -> Bool) -> Point2 -> Point2 -> Float -> GenWorld
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plSlideDoor :: Bool -> Color -> (World -> Bool) -> Point2 -> Point2 -> Float -> GenWorld
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-> (Int, GenWorld)
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placeSlideDoor isPathable col cond a b speed gw = (drid, gw & gWorld .~ (addWalls w & doors %~ addDoor))
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plSlideDoor isPathable col cond a b speed gw = (drid, gw & gWorld .~ (addWalls w & doors %~ addDoor))
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where
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w = _gWorld gw
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drid = IM.newKey $ _doors w
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@@ -101,15 +102,7 @@ placeSlideDoor isPathable col cond a b speed gw = (drid, gw & gWorld .~ (addWall
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, _drTrigger = cond
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, _drMech = doorMechanism drid speed (zip3 wlids shiftedPairs pairs)
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}
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addWalls w' = foldl' addWall w' $ zip wlids pairs
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addWall w' (wlid, wlps) = w' & walls %~ IM.insert wlid defaultWall
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{ _wlLine = wlps
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, _wlID = wlid
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, _wlColor = col
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, _wlSeen = False
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, _wlOpacity = Opaque
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, _wlPathable = isPathable
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}
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addWalls w' = foldl' (addDoorWall col isPathable) w' $ zip wlids pairs
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pairs = rectanglePairs 9 a b
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shiftedPairs = map (bimap shiftLeft shiftLeft) pairs
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shiftLeft = (+.+ (a -.- b +.+ normalizeV (b -.- a)))
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@@ -90,8 +90,7 @@ combineRooms r r' = defaultRoom
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, _rmLinks = _rmLinks r ++ _rmLinks r'
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, _rmPath = map clampPath $ _rmPath r
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++ _rmPath r'
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, _rmPmnts = (_rmPmnts r)
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++ (_rmPmnts r')
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, _rmPmnts = _rmPmnts r ++ _rmPmnts r'
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--, _rmPmnts = map (shiftPlacement $ _rmShift r) (_rmPmnts r)
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-- ++ map (shiftPlacement $ _rmShift r') (_rmPmnts r')
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, _rmBound = _rmBound r ++ _rmBound r'
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@@ -142,22 +141,21 @@ quarterRoomTri w = do
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}
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quarterRoomSquare :: RandomGen g => Float -> State g Room
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quarterRoomSquare w = do
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let commonPlacements =
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[ blockLine (V2 (w/2) (w/2)) (V2 0 w)
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, sPS (V2 20 (2*w-40)) pi PutNothing
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, sPS (V2 25 (2*w-45)) pi PutNothing
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]
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b <- takeOne
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[ [ mntLS vShape (V2 0 (2*w-20)) (V3 0 (2*w-40) 70)
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, blockLine (V2 (w/2) (w/2)) (V2 0 w)
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, blockLine (V2 (negate $ w/2) (w/2)) (V2 0 w)
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, sPS (V2 20 (2*w-40)) pi PutNothing
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]
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] ++ commonPlacements
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, [ mntLS vShape (V2 0 (2*w-20)) (V3 0 (2*w-40) 70)
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, blockLine (V2 (w/2) (w/2)) (V2 0 w)
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, blockLine (V2 (negate w) w ) (V2 0 w)
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, sPS (V2 20 (2*w-40)) pi PutNothing
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]
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] ++ commonPlacements
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, [ mntLS iShape (V2 (0.7*w) (1.3*w)) (V3 (0.7*w-20) (1.3*w-20) 70)
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, blockLine (V2 (w/2) (w/2)) (V2 0 w)
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, blockLine (V2 0 w) (V2 0 (w*2))
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, sPS (V2 20 (2*w-40)) pi PutNothing
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]
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] ++ commonPlacements
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]
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pure $ defaultRoom
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{ _rmPolys = [ map toV2 [(0,0),(w,w),(0,2*w),(-w,w)] ]
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@@ -70,45 +70,28 @@ rezBoxesWpCrit = do
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h <- state $ randomR (40,40)
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thecol <- rezColor
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theweapon <- randBlockBreakWeapon
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--horedge <- takeOne [OnEdge North,OnEdge South]
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let centralRoom = (roomRectAutoLinks w h) {_rmPmnts = []}
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onwardpassage <-
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applyToCompRoot (rmConnectsTo .~ S.singleton (OnEdge West)) <$> maybeBlockedPassage
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let bottomEdgeTest (V2 _ y,_) = y < 1
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aroom = rezInvBox thecol
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let centralRoom = (roomRectAutoLinks w h) {_rmPmnts = []}
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onwardpassage <-
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applyToCompRoot (rmConnectsTo .~ S.singleton (OnEdge West)) <$> maybeBlockedPassage
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let n = length $ filter bottomEdgeTest $ map lnkPosDir $ _rmLinks centralRoom
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i <- state $ randomR (0,n-3)
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j <- state $ randomR (i,n-2)
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let rezrooms = map adddoor
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let rezrooms = map adddoor
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$ insertAt i (wpAdd theweapon aroom)
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$ insertAt j (crAdd aroom)
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$ replicate (n-3) aroom
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return $ treeFromTrunk [PassDown $ rezBox thecol
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, PassDown door
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]
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]
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(Node (PassDown centralRoom) (rezrooms ++ [onwardpassage]))
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where
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adddoor rm = treeFromPost [PassDown door] (PassDown rm)
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adddoor rm = treeFromPost [PassDown $ door & rmConnectsTo .~ S.singleton (OnEdge North)] (PassDown rm)
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crAdd :: Room -> Room
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crAdd = rmPmnts %~ (sPS (V2 20 10) (0.5*pi) randC1 :)
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corridorLRbranches :: RandomGen g => State g (SubCompTree Room)
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corridorLRbranches = do
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w <- state $ randomR (100,400)
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h <- state $ randomR (40,40)
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thecol <- rezColor
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let bottomEdgeTest (V2 _ y,_) = y < 1
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dbox = treeFromPost [PassDown door] (PassDown $ rezInvBox thecol)
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centralRoom <- randomiseOutLinks =<< changeLinkTo bottomEdgeTest
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((roomRectAutoLinks w h) {_rmPmnts = []})
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let n = length $ filter bottomEdgeTest $ map lnkPosDir $_rmLinks centralRoom
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centralRoom' <- changeLinkFrom bottomEdgeTest centralRoom
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return $ treeFromTrunk [PassDown $ rezBox thecol
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, PassDown door
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]
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(Node (PassDown centralRoom') (replicate (n-1) dbox ++ [Node (UseAll door) []]))
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rezBoxes :: RandomGen g => State g (SubCompTree Room)
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rezBoxes = do
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w <- state $ randomR (100,400)
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@@ -142,9 +142,8 @@ glassSwitchBackCrits = glassSwitchBack
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] ++)
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miniTree2 :: RandomGen g => State g (SubCompTree Room)
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miniTree2 = glassSwitchBackCrits
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>>= randomiseOutLinks
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>>= changeLinkTo (\p -> (sndV2 . fst) p < 70)
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miniTree2 = restrictInLinks (\p -> (sndV2 . fst) p < 70) <$> glassSwitchBackCrits
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>>= randomiseAllLinks
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<&> flip branchWith (replicate 3 $ treeFromPost [door,corridor] critInDeadEnd)
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miniRoom3 :: RandomGen g => State g (SubCompTree Room)
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@@ -189,7 +188,7 @@ roomMiniIntro = do
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return $ chainUses [return $ UseAll door, midroom,return $ UseAll corridor]
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roomCenterPillar :: RandomGen g => State g Room
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roomCenterPillar = changeLinkTo ((\p -> dist p (V2 120 0) < 10) . fst)
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roomCenterPillar = randomiseAllLinks . restrictInLinks ((\p -> dist p (V2 120 0) < 10) . fst)
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$ set rmPmnts plmnts $ roomRect 240 240 2 2
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where
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plmnts =
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@@ -385,7 +384,7 @@ longRoom = do
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brls <- fmap (map (\p -> sPS (p +.+ V2 10 200) 0 $ PutCrit explosiveBarrel) )
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$ replicateM 5 $ randInRect (w-20) 900
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let rm = roomRect w (h+70) 1 1 & rmPolys %~ ([rectNSWE h (h-165) (-45) (w+45)] ++)
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changeLinkTo cond $ rm & rmPmnts .~ ws ++ brls ++ wsDefense ++
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return $ restrictInLinks cond $ rm & rmPmnts .~ ws ++ brls ++ wsDefense ++
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[sPS (V2 12.5 (h-25)) 0 $ PutCrit longCrit
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,sPS (V2 37.5 (h-25)) 0 $ PutCrit longCrit
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,sPS (V2 62.5 (h-25)) 0 $ PutCrit longCrit
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@@ -397,7 +396,7 @@ doubleCorridorBarrels :: RandomGen g => State g Room
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doubleCorridorBarrels = do
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h <- state $ randomR (200,300)
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let cond x = (sndV2 . fst) x < h - 40
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changeLinkTo cond $ roomRect 100 h 1 1 & rmPmnts .~
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return $ restrictInLinks cond $ roomRect 100 h 1 1 & rmPmnts .~
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[blockLine (V2 50 50) (V2 50 h)
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,sPS (V2 25 (h-25)) 0 $ PutCrit $ addArmour autoCrit
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,sPS (V2 75 (h-30)) 0 $ PutCrit explosiveBarrel
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@@ -65,14 +65,16 @@ room2 :: RandomGen g => Int -> State g (SubCompTree Room)
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room2 = lasCenSensEdge
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startRoom :: RandomGen g => Int -> State g (SubCompTree Room)
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startRoom _ = join $ uncurry takeOneWeighted $ unzip
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startRoom i = join $ uncurry takeOneWeighted $ unzip
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-- [ (,) (0.5::Float) $ chainUses <$> sequence [minigunFakeout,weaponRoom]
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[ (,) (1::Float) rezBoxesWp
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-- , (,) 1 rezBoxesThenWeaponRoom
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-- , (,) 1 rezBoxThenWeaponRoom
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-- , (,) 1 rezBoxesWpCrit
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-- , (,) 1 $ runPastStart i
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[ (,) one rezBoxesWp
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, (,) 1 rezBoxesThenWeaponRoom
|
||||
, (,) 1 rezBoxThenWeaponRoom
|
||||
, (,) one rezBoxesWpCrit
|
||||
, (,) 1 $ runPastStart i
|
||||
]
|
||||
where
|
||||
one = (1::Float)
|
||||
|
||||
runPastStart :: RandomGen g => Int -> State g (SubCompTree Room)
|
||||
runPastStart i = do
|
||||
|
||||
Reference in New Issue
Block a user