Allow for random choice between placements in different rooms
This commit is contained in:
+1
-1
@@ -110,7 +110,7 @@ data World = World
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, _lClickHammer :: HammerPosition
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, _distortions :: [Distortion]
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, _worldBounds :: Bounds
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, _gameRooms :: [GameRoom]
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, _gameRooms :: [GameRoom] -- consider using and IntMap
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, _keyConfig :: KeyConfigSDL
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, _config :: Configuration
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, _preloadData :: PreloadData
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@@ -26,4 +26,7 @@ defaultRoom = Room
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, _rmStartWires = IM.empty
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, _rmEndWires = IM.empty
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, _rmConnectsTo = S.singleton OutLink
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, _rmMID = Nothing
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, _rmMParent = Nothing
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, _rmChildren = []
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}
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+21
-56
@@ -1,36 +1,35 @@
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{-# OPTIONS_GHC -Wno-unused-imports #-}
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--{-# OPTIONS_GHC -Wno-unused-imports #-}
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{- | The tree of rooms that make up a level. -}
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module Dodge.Floor
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( layoutLevelFromSeed
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( initialRoomTree
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) where
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import Geometry.Data
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import Dodge.Data
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--import Geometry.Data
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--import Dodge.Data
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import Dodge.LockAndKey
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import Dodge.Creature.State.Data
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--import Dodge.Creature.State.Data
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import Dodge.Room
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import Dodge.Placement.Instance.Button
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--import Dodge.Placement.Instance.Button
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import Dodge.Tree
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import Dodge.Annotation
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import Dodge.Creature
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import Dodge.LevelGen.Data
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import Dodge.LevelGen.Switch
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import Dodge.Item.Weapon.Launcher
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import Dodge.PlacementSpot
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import Dodge.RoomPos
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import Dodge.Room.RunPast
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import MonadHelp
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--import Dodge.Creature
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--import Dodge.LevelGen.Data
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--import Dodge.LevelGen.Switch
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--import Dodge.Item.Weapon.Launcher
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--import Dodge.PlacementSpot
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--import Dodge.RoomPos
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--import Dodge.Room.RunPast
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--import MonadHelp
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import Data.Tree
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import Color
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import Dodge.Wire
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--import Color
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--import Dodge.Wire
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import Control.Lens
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--import Control.Lens
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import Control.Monad.State
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import Control.Monad.Loops
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--import Control.Monad.Loops
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import System.Random
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import Data.Sequence hiding (zipWith)
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import Data.Maybe
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import qualified Data.IntMap.Strict as IM
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--import Data.Sequence hiding (zipWith)
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--import Data.Maybe
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--import qualified Data.IntMap.Strict as IM
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initialAnoTree :: RandomGen g => Tree [Annotation g]
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initialAnoTree = padSucWithCorridors $ treeFromTrunk
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@@ -98,38 +97,4 @@ initialRoomTree :: RandomGen g => State g (Tree Room)
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initialRoomTree = do
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expandTree <$> mapM anoToRoomTree initialAnoTree
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layoutLevelFromSeed :: Int -> Int -> IO [Room]
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layoutLevelFromSeed i seed = do
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let i' = i + 1
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putStrLn $ "Generating level with seed " ++ show seed
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let g = mkStdGen seed
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let rmtree = inorderNumberTree $ evalState initialRoomTree g
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putStrLn "Abstract layout: "
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putStrLn $ compactDrawTree $ fmap (show . snd) rmtree
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mrs <- positionRoomsFromTree rmtree
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case mrs of
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Just rs -> do
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putStrLn $ "After " ++ show i'
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++ " attempt(s), Successful generation of level with seed "
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++ show seed
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--return (fmap setLastLinkToUsed rs)
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putStrLn $ show (Prelude.length rs) ++ " rooms in total"
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return rs
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Nothing -> do
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putStr $ "Level generation with seed " ++ show seed ++ " failed: "
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let (seed',_) = random g
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layoutLevelFromSeed i' seed'
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compactDrawTree :: Tree String -> String
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compactDrawTree = unlines . compactDraw
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compactDraw :: Tree String -> [String]
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compactDraw (Node x [Node y ts]) = compactDraw (Node (x++","++y) ts)
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compactDraw (Node x ts0) = lines x ++ drawSubTrees ts0
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where
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drawSubTrees [] = []
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drawSubTrees [t] =
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"|" : compactDraw t
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drawSubTrees (t:ts) =
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"|" : shift "+- " "| " (compactDraw t) ++ drawSubTrees ts
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shift first other = zipWith (++) (first : repeat other)
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+42
-18
@@ -15,6 +15,7 @@ import Dodge.GameRoom
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import Dodge.Bounds
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import Dodge.Default.Wall
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import Dodge.Room.Link
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import Dodge.Randify
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import Geometry
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import Geometry.Vector3D
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import Geometry.ConvexPoly
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@@ -35,35 +36,41 @@ import Data.Maybe
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import Data.Function
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import Control.Monad.State
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generateLevelFromRoomList :: [Room] -> World -> World
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generateLevelFromRoomList :: IM.IntMap Room -> World -> World
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generateLevelFromRoomList gr' w
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= initWallZoning
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. setupWorldBounds
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. placeWires
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. doAfterPlacements
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. doPartialPlacements
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. doExtendedPlacements
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. flip (mapAccumR doRoomPlacements) rs'
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. worldToGenWorld
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. doIndividualPlacements
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-- . flip (mapAccumR doRoomPlacements) (IM.elems rs')
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. worldToGenWorld rs'
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$ w { _walls = wallsFromRooms rs
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, _floorTiles = floorsFromRooms rs
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, _gameRooms = gameRoomsFromRooms rs'
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, _gameRooms = gameRoomsFromRooms (IM.elems rs')
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, _pathGraph = path
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, _pathGraphP = pairPath
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}
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where
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path = pairsToGraph dist pairPath
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pairPath = concatMap _rmPath rs
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zs = map fromIntegral $ randomRs (0,63::Int) $ _randGen w
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rs = map doRoomShift rs'
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rs' = mapM shuffleRoomPos (zipWith addTile zs gr') & evalState $ _randGen w
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rs = map doRoomShift $ IM.elems rs'
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rs'= mapM (shuffleRoomPos >=> addRandomTile) gr' & evalState $ _randGen w
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addRandomTile :: RandomGen g => Room -> State g Room
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addRandomTile r = do
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z <- state $ randomR (0,63)
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return $ addTile z r
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shuffleRoomPos :: RandomGen g => Room -> State g Room
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shuffleRoomPos rm = do
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newPos <- shuffle $ _rmPos rm
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return $ rm & rmPos .~ newPos
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placeWires :: (GenWorld,[Room])-> World
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placeWires (w,rms) = foldr placeRoomWires (_gWorld w) rms
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placeWires :: GenWorld -> World
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placeWires w = foldr placeRoomWires (_gWorld w) $ _gRooms w
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placeRoomWires :: Room -> World -> World
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placeRoomWires rm w = IM.foldr ($) w
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@@ -91,8 +98,18 @@ placeWire rm (WallWire p _ h1) (WallWire q _ h2) = foregroundShape
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rightpleftq x = isRHS rmcen p x && isLHS rmcen q x
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rs = _rmShift rm
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doPartialPlacements :: ( (IM.IntMap [Placement],GenWorld) , [Room] ) -> (GenWorld,[Room])
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doPartialPlacements ((im,w),rms) = mapAccumR (doPartialPlacement im) w rms
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doAfterPlacements :: GenWorld -> GenWorld
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doAfterPlacements gw = foldr doAfterPlacement gw (_gPlacements gw)
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doAfterPlacement :: [(Placement,Int)] -> GenWorld -> GenWorld
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doAfterPlacement pmntis gw = gRandify gw $ do
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(pmnt,i) <- takeOne pmntis
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let (newgw,rm) = fst $ placeSpot (gw,_gRooms gw IM.! i) pmnt
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return $ newgw & gRooms . ix i .~ rm
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doPartialPlacements :: ( IM.IntMap [Placement],GenWorld) -> GenWorld
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doPartialPlacements (im,w) = let (gw,rms) = mapAccumR (doPartialPlacement im) w (_gRooms w)
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in gw {_gRooms = rms}
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doPartialPlacement :: IM.IntMap [Placement] -> GenWorld -> Room -> (GenWorld, Room)
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doPartialPlacement im w rm = case _rmPartPmnt rm of
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@@ -101,8 +118,9 @@ doPartialPlacement im w rm = case _rmPartPmnt rm of
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Nothing -> (w, rm)
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Just i -> fst $ placeSpot (w,rm) (fi (im IM.! i))
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doExtendedPlacements :: (GenWorld,[Room]) -> ( (IM.IntMap [Placement], GenWorld) , [Room] )
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doExtendedPlacements (w,rms) = mapAccumR doExtendedPlacement (IM.empty,w) rms
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doExtendedPlacements :: GenWorld -> ( IM.IntMap [Placement], GenWorld)
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doExtendedPlacements w = let ((pmnts,gw),rms) = mapAccumR doExtendedPlacement (IM.empty,w) (_gRooms w)
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in (pmnts,gw{_gRooms = rms})
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doExtendedPlacement :: (IM.IntMap [Placement], GenWorld) -> Room
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-> ( (IM.IntMap [Placement], GenWorld) , Room )
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@@ -113,6 +131,10 @@ doExtendedPlacement (im,w) rm = case _rmExtPmnt rm of
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Just i -> let ((neww,newrm),plmnts) = placeSpot (w,rm) plmnt
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in ( (IM.insert i plmnts im, neww) , newrm )
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doIndividualPlacements :: GenWorld -> GenWorld
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doIndividualPlacements gw = let (gw', rms) = mapAccumR doRoomPlacements gw (_gRooms gw)
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in gw' {_gRooms = rms}
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doRoomPlacements :: GenWorld -> Room -> (GenWorld, Room)
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doRoomPlacements w rm = foldl' (\wr -> fst . placeSpot wr) (w,rm) $ _rmPmnts rm
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@@ -142,16 +164,18 @@ initWallZoning w = foldl' (flip insertWallInZones) (w & wallsZone . znObjects .~
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--makePath = concatMap _rmPath . flatten
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wallsFromRooms :: [Room] -> IM.IntMap Wall
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wallsFromRooms =
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-- divideWalls .
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IM.fromList . zipWith f [0..] . removeInverseWalls
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. foldl' (flip cutWalls) [] . concatMap _rmPolys
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wallsFromRooms = -- divideWalls .
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IM.fromAscList
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. zipWith f [0..]
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. removeInverseWalls
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. foldl' (flip cutWalls) []
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. concatMap _rmPolys
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where
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f i (x,y) = (i, defaultWall {_wlLine = (x,y) , _wlID = i})
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-- TODO sort out shifting before or after etc
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gameRoomsFromRooms :: [Room] -> [GameRoom]
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gameRoomsFromRooms = map gameRoomFromRoom
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gameRoomsFromRooms = fmap gameRoomFromRoom
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gameRoomFromRoom :: Room -> GameRoom
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gameRoomFromRoom rm = GameRoom
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@@ -8,10 +8,14 @@ import Dodge.Floor
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import Dodge.Layout
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import Dodge.Initialisation
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import Dodge.RandomHelp
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import Dodge.LevelGen.Data
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import Dodge.Tree
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import Data.Tree
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import System.Random
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import Control.Lens
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import Control.Monad.State
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import qualified Data.IntMap.Strict as IM
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generateWorldFromSeed :: Int -> IO World
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generateWorldFromSeed i = do
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@@ -21,3 +25,42 @@ generateWorldFromSeed i = do
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randomCompass :: World -> World
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randomCompass w = w & cameraRot .~ (takeOne [0,0.5*pi,pi,1.5*pi] & evalState $ _randGen w)
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layoutLevelFromSeed :: Int -> Int -> IO (IM.IntMap Room)
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layoutLevelFromSeed i seed = do
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let i' = i + 1
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putStrLn $ "Generating level with seed " ++ show seed
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let g = mkStdGen seed
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let rmtree = inorderNumberTree $ evalState initialRoomTree g
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putStrLn "Abstract layout: "
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putStrLn $ compactDrawTree $ fmap (show . snd) rmtree
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mrs <- positionRoomsFromTree rmtree
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case mrs of
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Just rs -> do
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putStrLn $ "After " ++ show i'
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++ " attempt(s), Successful generation of level with seed "
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++ show seed
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--return (fmap setLastLinkToUsed rs)
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putStrLn $ show (Prelude.length rs) ++ " rooms in total"
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return . IM.fromList $ map reversePair rs
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Nothing -> do
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putStr $ "Level generation with seed " ++ show seed ++ " failed: "
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let (seed',_) = random g
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layoutLevelFromSeed i' seed'
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reversePair :: (a,b) -> (b,a)
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reversePair (a,b) = (b,a)
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compactDrawTree :: Tree String -> String
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compactDrawTree = unlines . compactDraw
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compactDraw :: Tree String -> [String]
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compactDraw (Node x [Node y ts]) = compactDraw (Node (x++","++y) ts)
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compactDraw (Node x ts0) = lines x ++ drawSubTrees ts0
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where
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drawSubTrees [] = []
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drawSubTrees [t] =
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"|" : compactDraw t
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drawSubTrees (t:ts) =
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"|" : shift "+- " "| " (compactDraw t) ++ drawSubTrees ts
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shift first other = zipWith (++) (first : repeat other)
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+19
-15
@@ -21,19 +21,18 @@ data PSType = PutCrit {_unPutCrit :: Creature}
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| PutButton Button
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| PutProp Prop
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| PutFlIt Item
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| PutPressPlate PressPlate
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| PutBlock BlockMaterial [Int] Wall [Point2]
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| PutCoordinate Point2
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| PutPPlate PressPlate
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| PutBlock BlockMaterial Int [Int] Wall [Point2]
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| PutCoord Point2
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| PutMod Modification
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| PutTrigger (World -> Bool)
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| PutLineBlock Wall BlockMaterial Float Float Point2 Point2
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| PutWall { _pwPoly :: [Point2] , _pwWall :: Wall }
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| PutSlideDoor Bool Color (World -> Bool) Point2 Point2 Float
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| PutSlideDr Bool Color (World -> Bool) Point2 Point2 Float
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| PutDoor Color (World -> Bool) [(Point2,Point2)]
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| RandPS (State StdGen PSType)
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| PutForeground Shape
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| PutShape Shape
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| PutWorldUpdate (PlacementSpot -> World -> World)
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| AddToPList Int PSType
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| PutNothing
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| PutID { _putID :: Int}
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-- maybe there is a monadic implementation of this?
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@@ -49,15 +48,16 @@ data PlacementSpot
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{ _psRoomRandPointNum :: Int
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, _psRandShift :: (Point2,Float) -> PlacementSpot
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}
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data Placement = Placement
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{ _plSpot :: PlacementSpot
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, _plType :: PSType
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, _plMID :: Maybe Int
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, _plIDCont :: Placement -> Maybe Placement
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}
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| PlacementUsingPos Point3 (Point3 -> Placement) -- allows a placement to use a shifted position
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| RandomPlacement {_unRandomPlacement :: State StdGen Placement}
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data Placement
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= Placement
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{ _plSpot :: PlacementSpot
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, _plType :: PSType
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, _plMID :: Maybe Int
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, _plIDCont :: Placement -> Maybe Placement
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}
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| PlacementUsingPos Point3 (Point3 -> Placement) -- allows a placement to use a shifted position
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| RandomPlacement {_unRandomPlacement :: State StdGen Placement}
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| PickOnePlacement Int Placement
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{- The '_rmPolys' lists which polygons should be cut out to form the indestructible walls of the room.
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Link pairs contain a position and rotation to attach to another room;
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@@ -89,6 +89,9 @@ data Room = Room
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, _rmStartWires :: IM.IntMap RoomWire
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, _rmEndWires :: IM.IntMap RoomWire
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, _rmConnectsTo :: S.Set RoomLinkType
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, _rmMID :: Maybe Int
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, _rmMParent :: Maybe Int
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, _rmChildren :: [Int]
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}
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data RoomLink = RoomLink
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{ _rlType :: S.Set RoomLinkType
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@@ -212,6 +215,7 @@ addPlmnt pl pl2 = case pl2 of
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(PlacementUsingPos p f) -> PlacementUsingPos p (fmap (addPlmnt pl) f)
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(RandomPlacement rp) -> RandomPlacement $ fmap (addPlmnt pl) rp
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(Placement ps pt mi f) -> Placement ps pt mi (fmap g f)
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PickOnePlacement {} -> error "not written how to combine PickOnePlacement with others yet"
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where
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g Nothing = Just pl
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g (Just pl') = Just $ addPlmnt pl pl'
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@@ -12,7 +12,13 @@ import Control.Lens
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data GenWorld = GenWorld
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{ _gWorld :: World
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, _gPlacements :: IM.IntMap [Placement]
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, _gPlacements :: IM.IntMap [(Placement,Int)]
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, _gRooms :: IM.IntMap Room
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}
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worldToGenWorld :: IM.IntMap Room -> World -> GenWorld
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worldToGenWorld rms w = GenWorld
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{ _gWorld = w
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, _gPlacements = IM.empty
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, _gRooms = rms
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}
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worldToGenWorld w = GenWorld w IM.empty
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makeLenses ''GenWorld
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@@ -15,8 +15,8 @@ putDoubleDoor pathing col cond a b speed = putDoubleDoorThen pathing col cond a
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putDoubleDoorThen :: Bool -> Color -> (World -> Bool)
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-> Point2 -> Point2 -> Float -> Maybe Placement -> Placement
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putDoubleDoorThen pathing col cond a b speed mayp = ps0j (PutSlideDoor pathing col cond a half speed)
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$ Placement (PS (V2 0 0) 0) ( PutSlideDoor pathing col cond b half speed) Nothing $ const mayp
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putDoubleDoorThen pathing col cond a b speed mayp = ps0j (PutSlideDr pathing col cond a half speed)
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$ Placement (PS (V2 0 0) 0) ( PutSlideDr pathing col cond b half speed) Nothing $ const mayp
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where
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half = 0.5 *.* (a +.+ b)
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@@ -33,8 +33,8 @@ putAutoDoor a b = PlacementUsingPos (addZ 0 a)
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switchDoor :: Point2 -> Float -> Point2 -> Point2 -> Color -> Placement
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switchDoor btpos btrot dra drb col = pContID (PS btpos btrot) (PutButton $ makeSwitch col red id id)
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$ \btid -> jsps0J (PutSlideDoor False col (cond btid) dra drc 2)
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$ sps0 (PutSlideDoor False col (cond btid) drb drc 2)
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$ \btid -> jsps0J (PutSlideDr False col (cond btid) dra drc 2)
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$ sps0 (PutSlideDr False col (cond btid) drb drc 2)
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where
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drc = 0.5 *.* (dra +.+ drb)
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cond btid w' = _btState (_buttons w' IM.! btid) == BtOn
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@@ -20,7 +20,7 @@ mntLSOn
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-> Maybe Color -- ^ describing a possible color override for the shape
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-> LightSource -> Point2 -> Point3 -> (Placement -> Maybe Placement) -> Placement
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mntLSOn shapeF mcol ls wallp lsp@(V3 lx ly _)
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= ps0jPushPS (PutForeground . setCol $ shapeF wallp lsp)
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||||
= ps0jPushPS (PutShape . setCol $ shapeF wallp lsp)
|
||||
. pt0 (PutLS $ ls {_lsPos = lsp'})
|
||||
where
|
||||
lsp' = lsp -.-.- V3 x y 1
|
||||
@@ -106,20 +106,20 @@ unusedLnkToPS rp _ = case rp of
|
||||
|
||||
spanLSLightI :: LightSource -> Float -> Point2 -> Point2 -> Placement
|
||||
spanLSLightI ls h a b = ps0j (PutLS ls {_lsPos = V3 x y h})
|
||||
$ sps0 $ PutForeground $ thinHighBar h a b
|
||||
$ sps0 $ PutShape $ thinHighBar h a b
|
||||
where
|
||||
V2 x y = 0.5 *.* (a +.+ b)
|
||||
|
||||
spanLS :: LightSource -> Point2 -> Point2 -> Placement
|
||||
spanLS ls a b = Placement (PS (V2 x y) 0) (PutLS ls) Nothing
|
||||
$ const $ Just $ sps0 $ PutForeground $ thinHighBar h a b
|
||||
$ const $ Just $ sps0 $ PutShape $ thinHighBar h a b
|
||||
where
|
||||
V3 _ _ h = _lsPos ls + 5
|
||||
V2 x y = 0.5 *.* (a +.+ b)
|
||||
|
||||
spanColLightI :: Point3 -> Float -> Point2 -> Point2 -> Placement
|
||||
spanColLightI col h a b = ps0j (PutLS $ colorLightAt col (V3 x y (h-5)) 0)
|
||||
$ sps0 $ PutForeground $ thinHighBar h a b
|
||||
$ sps0 $ PutShape $ thinHighBar h a b
|
||||
where
|
||||
V2 x y = 0.5 *.* (a +.+ b)
|
||||
|
||||
|
||||
@@ -12,7 +12,7 @@ import Color
|
||||
|
||||
roundTank :: Color -> Float -> Float -> Placement
|
||||
roundTank col x y = shiftPlacement (V2 x y,0) $ ps0j
|
||||
(PutForeground $ colorSH col $
|
||||
(PutShape $ colorSH col $
|
||||
upperPrismPoly 31 thecircle
|
||||
<> foldMap toprail ( take 8 [0,pi/4..])
|
||||
)
|
||||
@@ -23,7 +23,7 @@ roundTank col x y = shiftPlacement (V2 x y,0) $ ps0j
|
||||
|
||||
roundTankCross :: Color -> Float -> Float -> Placement
|
||||
roundTankCross col x y = shiftPlacement (V2 x y,0) $ ps0j
|
||||
(PutForeground $ colorSH col $
|
||||
(PutShape $ colorSH col $
|
||||
upperPrismPoly 31 thecircle
|
||||
<> thinHighBar 31 (V2 20 0) (V2 (-20) 0)
|
||||
<> thinHighBar 31 (V2 0 20) (V2 0 (-20))
|
||||
@@ -34,7 +34,7 @@ roundTankCross col x y = shiftPlacement (V2 x y,0) $ ps0j
|
||||
|
||||
tankRectCross :: Float -> Float -> Color -> Float -> Float -> Placement
|
||||
tankRectCross w h col x y = shiftPlacement (V2 x y,0) $ ps0j
|
||||
(PutForeground $ colorSH col $
|
||||
(PutShape $ colorSH col $
|
||||
upperPrismPoly 31 therect
|
||||
<> thinHighBar 31 (V2 w 0) (V2 (-w) 0)
|
||||
<> thinHighBar 31 (V2 0 h) (V2 0 (-h))
|
||||
@@ -49,7 +49,7 @@ tankSquareCross = tankRectCross 20 20
|
||||
|
||||
tankRect :: Float -> Float -> Color -> Float -> Float -> Placement
|
||||
tankRect w h col x y = shiftPlacement (V2 x y,0) $ ps0j
|
||||
(PutForeground $ colorSH col
|
||||
(PutShape $ colorSH col
|
||||
$ upperPrismPoly 31 therect
|
||||
<> foldMap f [(w',-w',h',h'),(w',-w',-h',-h'),(w',w',h',-h'),(-w',-w',h',-h')]
|
||||
)
|
||||
@@ -65,7 +65,7 @@ tankSquare = tankRect 20 20
|
||||
|
||||
tankRectEmboss :: Float -> Float -> Color -> Float -> Float -> Placement
|
||||
tankRectEmboss w h col x y = shiftPlacement (V2 x y,0) $ ps0j
|
||||
(PutForeground $ colorSH col $
|
||||
(PutShape $ colorSH col $
|
||||
upperPrismPoly 31 therect
|
||||
<> embossingR
|
||||
<> rotateSH pi embossingR
|
||||
@@ -84,7 +84,7 @@ tankSquareEmboss = tankRectEmboss 20 20
|
||||
|
||||
tankRectEmboss4 :: Float -> Float -> Color -> Float -> Float -> Placement
|
||||
tankRectEmboss4 w h col x y = shiftPlacement (V2 x y,0) $ ps0j
|
||||
(PutForeground $ colorSH col $
|
||||
(PutShape $ colorSH col $
|
||||
upperPrismPoly 31 therect
|
||||
<> foldMap f [(w,h),(-w,h),(w,-h),(-w,-h)]
|
||||
)
|
||||
|
||||
@@ -11,7 +11,7 @@ import Data.List
|
||||
import Control.Lens
|
||||
|
||||
heightWallPS :: PlacementSpot -> Float -> [Point2] -> Placement
|
||||
heightWallPS spot h ps = psj spot (PutForeground . colorSH col $ upperPrismPoly h ps)
|
||||
heightWallPS spot h ps = psj spot (PutShape . colorSH col $ upperPrismPoly h ps)
|
||||
$ sps spot $ PutWall ps theWall
|
||||
where
|
||||
col = _wlColor defaultWall
|
||||
@@ -22,7 +22,7 @@ heightWallPS spot h ps = psj spot (PutForeground . colorSH col $ upperPrismPoly
|
||||
}
|
||||
|
||||
heightWall :: Float -> [Point2] -> Placement
|
||||
heightWall h ps = ps0j (PutForeground . colorSH col $ upperPrismPoly h ps)
|
||||
heightWall h ps = ps0j (PutShape . colorSH col $ upperPrismPoly h ps)
|
||||
$ sps0 $ PutWall ps theWall
|
||||
where
|
||||
col = _wlColor defaultWall
|
||||
@@ -33,7 +33,7 @@ heightWall h ps = ps0j (PutForeground . colorSH col $ upperPrismPoly h ps)
|
||||
}
|
||||
|
||||
midWall :: [Point2] -> Placement
|
||||
midWall ps = ps0j (PutForeground . colorSH col $ upperPrismPoly 50 ps)
|
||||
midWall ps = ps0j (PutShape . colorSH col $ upperPrismPoly 50 ps)
|
||||
$ sps0 $ PutWall ps theWall
|
||||
where
|
||||
col = _wlColor defaultWall
|
||||
@@ -47,7 +47,7 @@ midWall ps = ps0j (PutForeground . colorSH col $ upperPrismPoly 50 ps)
|
||||
singleBlock :: Point2 -> [Placement]
|
||||
singleBlock a =
|
||||
[sPS a 0
|
||||
$ PutBlock StoneBlock [5,20,20] baseBlockPane
|
||||
$ PutBlock StoneBlock 5 [20,20] baseBlockPane
|
||||
$ reverse
|
||||
$ square 10
|
||||
]
|
||||
|
||||
@@ -22,6 +22,7 @@ import Shape
|
||||
import qualified IntMapHelp as IM
|
||||
import Color
|
||||
|
||||
import Data.Maybe
|
||||
import System.Random
|
||||
import Control.Monad.State
|
||||
import Control.Lens
|
||||
@@ -34,23 +35,34 @@ placeSpot :: (GenWorld,Room) -> Placement -> ( (GenWorld,Room), [Placement] )
|
||||
placeSpot (w,rm) plmnt = case plmnt of
|
||||
Placement{_plSpot = PSRoomRand i f} -> placeSpotRoomRand rm i f plmnt w
|
||||
Placement{_plSpot = PSPos extract eff fallback} -> placeSpotUsingLink w rm plmnt extract eff fallback
|
||||
Placement{} ->
|
||||
let (i,w') = placeSpotID (shiftPSBy shift (_plSpot plmnt)) (_plType plmnt) w
|
||||
newplmnt = plmnt & plMID ?~ i
|
||||
in maybe ((w',rm),[newplmnt]) (recrPlace newplmnt w') (_plIDCont plmnt newplmnt)
|
||||
where
|
||||
recrPlace newplmnt w' pl = let (wr,newplmnts) = placeSpot (w',rm) pl
|
||||
in (wr,newplmnt:newplmnts)
|
||||
-- (placeSpot (w',rm)) (_plIDCont plmnt i)
|
||||
Placement{} -> placePlainPSSpot w rm plmnt shift
|
||||
PlacementUsingPos p subpl -> placeSpot (w,rm) (subpl (shiftPoint3By shift p))
|
||||
RandomPlacement rplmnt -> placeSpot (w & gWorld . randGen .~ g,rm) plmnt'
|
||||
where
|
||||
(plmnt', g) = runState rplmnt (_randGen $ _gWorld w)
|
||||
RandomPlacement rplmnt -> placeRandomPlacement rplmnt w rm
|
||||
PickOnePlacement i pl -> ((placePickOne i pl rm w, rm), [])
|
||||
where
|
||||
shift = _rmShift rm
|
||||
|
||||
placePickOne :: Int -> Placement -> Room -> GenWorld -> GenWorld
|
||||
placePickOne i pl rm w = w & gPlacements %~ IM.insertWith (++) i [(pl, fromJust (_rmMID rm))]
|
||||
|
||||
placeRandomPlacement :: State StdGen Placement -> GenWorld -> Room -> ((GenWorld,Room),[Placement])
|
||||
placeRandomPlacement rplmnt w rm = placeSpot (w & gWorld . randGen .~ g,rm) plmnt'
|
||||
where
|
||||
(plmnt', g) = runState rplmnt (_randGen $ _gWorld w)
|
||||
|
||||
placePlainPSSpot :: GenWorld -> Room -> Placement -> DPoint2 -> ((GenWorld,Room),[Placement])
|
||||
placePlainPSSpot w rm plmnt shift =
|
||||
let (i,w') = placeSpotID (shiftPSBy shift (_plSpot plmnt)) (_plType plmnt) w
|
||||
newplmnt = plmnt & plMID ?~ i
|
||||
in maybe ((w',rm),[newplmnt]) (recrPlace newplmnt w') (_plIDCont plmnt newplmnt)
|
||||
where
|
||||
recrPlace newplmnt w' pl = let (wr,newplmnts) = placeSpot (w',rm) pl
|
||||
in (wr,newplmnt:newplmnts)
|
||||
|
||||
-- this should be tidied up
|
||||
placeSpotUsingLink :: GenWorld -> Room -> Placement
|
||||
placeSpotUsingLink :: GenWorld
|
||||
-> Room
|
||||
-> Placement
|
||||
-> (RoomPos -> Room -> Maybe (PlacementSpot,RoomPos))
|
||||
-> (RoomPos -> Room -> Room)
|
||||
-> Maybe Placement
|
||||
@@ -66,44 +78,47 @@ placeSpotUsingLink w rm plmnt extract eff fallback = case searchedPoss (_rmPos r
|
||||
Nothing -> second (pos:) <$> searchedPoss poss
|
||||
Just (ps,rmpos) -> Just ( ps,rmpos:poss)
|
||||
|
||||
placeSpotRoomRand :: Room -> Int -> ((Point2,Float) -> PlacementSpot)
|
||||
placeSpotRoomRand :: Room -> Int -> (DPoint2 -> PlacementSpot)
|
||||
-> Placement -> GenWorld -> ((GenWorld,Room),[Placement])
|
||||
placeSpotRoomRand rm i f plmnt w =
|
||||
let (ps,g) = runState (_rmRandPSs rm !! i) $_randGen (_gWorld w)
|
||||
in placeSpot (w & gWorld . randGen .~ g,rm) (plmnt & plSpot .~ f ps)
|
||||
|
||||
|
||||
|
||||
-- the Int here is some id that is assigned when the placement is placed
|
||||
placeSpotID :: PlacementSpot -> PSType -> GenWorld -> (Int, GenWorld)
|
||||
placeSpotID ps pt w = case pt of
|
||||
PutTrigger cond -> placeNewInto triggers cond w
|
||||
PutMod modi -> plNewUpID modifications mdID modi w
|
||||
PutProp prop -> plNewUpID props pjID (mvProp p rot prop) w
|
||||
PutButton bt -> plNewUpID buttons btID (mvButton p rot bt) w
|
||||
PutFlIt itm -> plNewUpID floorItems flItID (createFlIt p rot itm) w
|
||||
PutCrit cr -> plNewUpID creatures crID (mvCr p rot cr) w
|
||||
PutMachine col wallpoly mc -> placeMachine col (map doShift wallpoly) mc p rot w
|
||||
PutLS ls -> plNewUpID lightSources lsID (mvLS p' rot ls) w
|
||||
PutPressPlate pp -> plNewUpID pressPlates ppID (mvPP p rot pp) w
|
||||
RandPS rgen -> evaluateRandPS rgen ps w
|
||||
PutDoor col f pss -> placeDoor col f (map (bimap doShift doShift) pss) w
|
||||
PutCoordinate coordp -> placeNewInto coordinates (doShift coordp) w
|
||||
PutSlideDoor pathing col f a b spd -> placeSlideDoor pathing col f (doShift a) (doShift b) spd w
|
||||
PutBlock bm (hp:hps) wl ps' -> placeBlock (map doShift ps') hp wl hps bm w
|
||||
PutBlock{} -> error "messed up block placement somehow"
|
||||
PutTrigger cnd -> placeNewInto triggers cnd w
|
||||
PutMod mdi -> plNewUpID modifications mdID mdi w
|
||||
PutProp prp -> plNewUpID props pjID (mvProp p rot prp) w
|
||||
PutButton bt -> plNewUpID buttons btID (mvButton p rot bt) w
|
||||
PutFlIt itm -> plNewUpID floorItems flItID (createFlIt p rot itm) w
|
||||
PutCrit cr -> plNewUpID creatures crID (mvCr p rot cr) w
|
||||
PutMachine col pps mc -> placeMachine col (map doShift pps) mc p rot w
|
||||
PutLS ls -> plNewUpID lightSources lsID (mvLS p' rot ls) w
|
||||
PutPPlate pp -> plNewUpID pressPlates ppID (mvPP p rot pp) w
|
||||
RandPS rgn -> evaluateRandPS rgn ps w
|
||||
PutDoor col f pss -> placeDoor col f (map (bimap doShift doShift) pss) w
|
||||
PutCoord cp -> placeNewInto coordinates (doShift cp) w
|
||||
PutSlideDr pth col f a b spd
|
||||
-> placeSlideDoor pth col f (doShift a) (doShift b) spd w
|
||||
PutBlock bm hp hps wl ps'
|
||||
-> placeBlock (map doShift ps') hp wl hps bm w
|
||||
PutLineBlock wl bm wdth dpth a b -> placeLineBlock wl bm wdth dpth (doShift a) (doShift b) w
|
||||
PutWall { _pwPoly = ps', _pwWall = wl } -> (0,placeWallPoly (map doShift ps') wl w)
|
||||
PutForeground sh -> (0,w & gWorld . foregroundShape %~ ((uncurryV translateSHf p . rotateSH rot) sh <>))
|
||||
PutNothing -> (0,w)
|
||||
PutID i -> (i, w)
|
||||
PutWorldUpdate f -> (0,w & gWorld %~ f ps)
|
||||
PutWall qs wl -> (0,placeWallPoly (map doShift qs) wl w)
|
||||
PutShape sh -> placeShape sh p rot w
|
||||
PutNothing -> (0,w)
|
||||
PutID i -> (i, w)
|
||||
PutWorldUpdate f -> (0,w & gWorld %~ f ps)
|
||||
where
|
||||
p@(V2 px py) = _psPos ps
|
||||
p' = V3 px py 0
|
||||
rot = _psRot ps
|
||||
doShift = shiftPointBy (p,rot)
|
||||
|
||||
placeShape :: Shape -> Point2 -> Float -> GenWorld -> (Int, GenWorld)
|
||||
placeShape sh p rot w =
|
||||
(0, w & gWorld . foregroundShape %~ ((uncurryV translateSHf p . rotateSH rot) sh <>))
|
||||
|
||||
evaluateRandPS :: State StdGen PSType -> PlacementSpot -> GenWorld -> (Int,GenWorld)
|
||||
evaluateRandPS rgen ps w = placeSpotID ps evaluatedType (set (gWorld . randGen) g w)
|
||||
where
|
||||
@@ -114,7 +129,6 @@ placeWallPoly ps wl = gWorld %~ (rmCrossPaths . over walls (addWalls ps wl))
|
||||
where
|
||||
rmCrossPaths w = foldr (uncurry removePathsCrossing) w $ loopPairs ps
|
||||
|
||||
|
||||
addWalls :: [Point2] -> Wall -> IM.IntMap Wall -> IM.IntMap Wall
|
||||
addWalls qs wl wls = foldr (addPane wl) wls pairs
|
||||
where
|
||||
@@ -134,7 +148,7 @@ placeNewInto :: ALens' World (IM.IntMap a)
|
||||
-> (Int,GenWorld)
|
||||
placeNewInto l x w = (i,w & gWorld . l #%~ IM.insert i x)
|
||||
where
|
||||
i = IM.newKey $ (_gWorld w) ^# l
|
||||
i = IM.newKey $ _gWorld w ^# l
|
||||
|
||||
-- | place an new object into an intmap and update its id
|
||||
plNewUpID :: ALens' World (IM.IntMap a)
|
||||
@@ -144,7 +158,7 @@ plNewUpID :: ALens' World (IM.IntMap a)
|
||||
-> (Int,GenWorld)
|
||||
plNewUpID l li x w = (i,w & gWorld . l #%~ IM.insert i (x & li #~ i))
|
||||
where
|
||||
i = IM.newKey $ (_gWorld w) ^# l
|
||||
i = IM.newKey $ _gWorld w ^# l
|
||||
|
||||
mvProp :: Point2 -> Float -> Prop -> Prop
|
||||
mvProp p a = (pjRot +~ a) . (pjPos %~ ( (p +.+) . rotateV a ))
|
||||
|
||||
@@ -73,7 +73,7 @@ placeLineBlock
|
||||
-> GenWorld
|
||||
-> (Int, GenWorld)
|
||||
placeLineBlock basePane bm blockWidth depth a b gw = ( 0
|
||||
, gw & gWorld .~ (removePathsCrossing a b $ foldr insertWall (insertBlocks w) listWalls)
|
||||
, gw & gWorld .~ removePathsCrossing a b (foldr insertWall (insertBlocks w) listWalls)
|
||||
)
|
||||
where
|
||||
w = _gWorld gw
|
||||
|
||||
@@ -17,3 +17,4 @@ shiftPlacement shift plmnt = case plmnt of
|
||||
PlacementUsingPos p f -> PlacementUsingPos (shiftPoint3By shift p)
|
||||
(fmap (shiftPlacement shift) f)
|
||||
RandomPlacement rpl -> RandomPlacement $ fmap (shiftPlacement shift) rpl
|
||||
PickOnePlacement i pl -> PickOnePlacement i (shiftPlacement shift pl)
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
module Dodge.Randify where
|
||||
import Dodge.Data
|
||||
import Dodge.LevelGen.LevelStructure
|
||||
|
||||
import System.Random
|
||||
import Control.Monad.State
|
||||
import Control.Lens
|
||||
|
||||
gRandify :: GenWorld -> State StdGen GenWorld -> GenWorld
|
||||
gRandify gw mw = let (gw',g) = runState mw (_randGen $ _gWorld gw)
|
||||
in gw' & gWorld . randGen .~ g
|
||||
@@ -31,7 +31,7 @@ airlock0 = defaultRoom
|
||||
$ \btid -> Just $ putDoubleDoorThen False col (not . cond' btid) (V2 (-1) 20) (V2 41 20) 2
|
||||
$ Just $ putDoubleDoorThen False col (cond' btid) (V2 (-1) 80) (V2 41 80) 2 Nothing
|
||||
,spanLightI (V2 (-2) 30) (V2 (-2) 70)
|
||||
,sps0 $ PutForeground $ thinHighBar 75 (V2 40 50) (V2 (-1) 50)
|
||||
,sps0 $ PutShape $ thinHighBar 75 (V2 40 50) (V2 (-1) 50)
|
||||
]
|
||||
, _rmBound = [rectNSWE 75 15 0 40]
|
||||
}
|
||||
@@ -91,7 +91,7 @@ airlockZ = defaultRoom
|
||||
inDoorps = (V2 0 0 ,) <$> arcStepwise 3 (pi/2) (V2 0 0) (V2 (-61) 0)
|
||||
cenlight = mntLS vShape (V2 90 60) (V3 90 40 50) `addPlmnt` mntLS vShape (V2 90 60) (V3 90 80 50)
|
||||
cornlight = mntLS vShape (V2 0 120) (V3 30 90 50) `addPlmnt` mntLS vShape (V2 180 120) (V3 150 90 50)
|
||||
`addPlmnt` sps0 (PutForeground (thinHighBar 50 (V2 30 90) (V2 150 90)))
|
||||
`addPlmnt` sps0 (PutShape (thinHighBar 50 (V2 30 90) (V2 150 90)))
|
||||
lighting = RandomPlacement $ takeOne [cenlight,cornlight]
|
||||
|
||||
airlock90 :: Room
|
||||
|
||||
@@ -36,7 +36,7 @@ cenLasTur = roomNgon 8 200 & rmPmnts .~
|
||||
|
||||
lightSensInsideDoor :: Room -> Room
|
||||
lightSensInsideDoor rm = rm
|
||||
& rmPmnts %~ ( (psPt atFstLnkOut $ PutForeground $ colorSH yellow $
|
||||
& rmPmnts %~ ( (psPt atFstLnkOut $ PutShape $ colorSH yellow $
|
||||
thinHighBar 0 (V2 20 (-1)) (V2 20 (-100))
|
||||
<> thinHighBar 0 (V2 0 (-100)) (V2 20 (-100))
|
||||
<> barPP 1.5 (V3 20 (-1) 0) (V3 20 (-1) 80)) : )
|
||||
@@ -51,7 +51,7 @@ lightSensInsideDoor rm = rm
|
||||
lightSensByDoor :: Room -> Room
|
||||
lightSensByDoor rm = rm
|
||||
& rmPmnts %~ (
|
||||
[ psPt atFstLnkOut $ PutForeground $ colorSH yellow
|
||||
[ psPt atFstLnkOut $ PutShape $ colorSH yellow
|
||||
$ barPP 1.5 (V3 20 (-1) 0) (V3 20 (-1) 80)
|
||||
, heightWallPS (atNthLnkOutShiftInward 1 100) 30 (rectNSEW 10 (-10) 20 (-20))
|
||||
, heightWallPS (atFstLnkOutShiftInward 100) 30 (rectNSEW 10 (-10) 20 (-20))
|
||||
|
||||
@@ -20,7 +20,7 @@ module Dodge.Room.Link
|
||||
, restrictRMInLinksPD
|
||||
) where
|
||||
import Dodge.ShiftPoint
|
||||
import Dodge.Placement.PlaceSpot
|
||||
--import Dodge.Placement.PlaceSpot
|
||||
import Dodge.LevelGen.Data
|
||||
import Dodge.RandomHelp
|
||||
import Geometry
|
||||
|
||||
@@ -44,8 +44,8 @@ twinSlowDoorRoom w h x = defaultRoom
|
||||
, _rmPath = []
|
||||
, _rmPmnts =
|
||||
[ pContID (PS (V2 0 (h-5)) pi) ( PutButton $ makeButton col id)
|
||||
$ \btid -> jsps0J (PutSlideDoor False col (cond' btid) (V2 x 1) (V2 x h) wlSpeed)
|
||||
$ ps0 (PutSlideDoor False col (cond' btid) (V2 (-x) 1) (V2 (-x) h) wlSpeed)
|
||||
$ \btid -> jsps0J (PutSlideDr False col (cond' btid) (V2 x 1) (V2 x h) wlSpeed)
|
||||
$ ps0 (PutSlideDr False col (cond' btid) (V2 (-x) 1) (V2 (-x) h) wlSpeed)
|
||||
$ \did -> jps0 (PutLS (colorLightAt (V3 0.75 0 0) (V3 0 (h-1) lampHeight) 0))
|
||||
$ \lsid -> jsps0 $ PutProp $ addColorChange lsid did $ lampCoverWhen (drmoving did) (V2 0 (h-1)) lampHeight
|
||||
]
|
||||
|
||||
@@ -49,7 +49,7 @@ roomRect x y xn yn = defaultRoom
|
||||
{ _rmPolys = [rectNSWE y 0 0 x ]
|
||||
, _rmLinks = lnks
|
||||
, _rmPath = concatMap doublePair pth
|
||||
, _rmPos = map (\p -> UnusedSpot p 0) posps
|
||||
, _rmPos = map (`UnusedSpot` 0) posps
|
||||
, _rmPmnts = []
|
||||
, _rmBound = [rectNSWE (y+5) (-5) (-5) (x+5)]
|
||||
, _rmFloor = [Tile
|
||||
@@ -232,7 +232,7 @@ centerVaultRoom w h d = do
|
||||
,sps0 $ PutWall (rectNSEW d (d - 30) (-d) (30 - d)) defaultWall
|
||||
,sps0 $ PutWall (rectNSEW (-d) (30 - d) d (d - 30)) defaultWall
|
||||
,sps0 $ PutWall (rectNSEW (-d) (30 - d) (-d) (30 - d)) defaultWall
|
||||
,sps0 $ PutForeground $ girder 70 10 10 (V2 (d-11) (-d)) (V2 (d-11) (-h))
|
||||
,sps0 $ PutShape $ girder 70 10 10 (V2 (d-11) (-d)) (V2 (d-11) (-h))
|
||||
]
|
||||
++ map (\a -> mntLS vShape (rotateV a $ V2 0 d) (rotate3z a $ V3 0 (d+30) 70))
|
||||
[0,0.5*pi,pi,1.5*pi]
|
||||
@@ -244,7 +244,7 @@ centerVaultRoom w h d = do
|
||||
col = dim $ dim $ bright red
|
||||
theDoor =
|
||||
[ pContID (PS (V2 35 (d+4)) 0) (PutButton $ makeSwitch col red id id)
|
||||
$ \btid -> jspsJ (V2 0 (d-10)) 0 (PutSlideDoor False col (cond' btid) (V2 (-21) 0) (V2 0 0) 2)
|
||||
$ sPS (V2 0 (d-10)) 0 (PutSlideDoor False col (cond' btid) (V2 21 0) (V2 0 0) 2)
|
||||
$ \btid -> jspsJ (V2 0 (d-10)) 0 (PutSlideDr False col (cond' btid) (V2 (-21) 0) (V2 0 0) 2)
|
||||
$ sPS (V2 0 (d-10)) 0 (PutSlideDr False col (cond' btid) (V2 21 0) (V2 0 0) 2)
|
||||
]
|
||||
cond' btid w' = _btState (_buttons w' IM.! btid) == BtOn
|
||||
|
||||
@@ -49,7 +49,7 @@ rezBoxesWp = do
|
||||
let aroom = rezInvBox thecol -- & rmConnectsTo .~ S.singleton (OnEdge North)
|
||||
let isnorth = S.member (OnEdge North) . _rlType
|
||||
centralRoom <- shuffleLinks $(roomRectAutoLinks w h) {_rmPmnts = []}
|
||||
& rmLinks %~ (setLinkType InLink isnorth)
|
||||
& rmLinks %~ setLinkType InLink isnorth
|
||||
onwardpassage <- maybeBlockedPassage
|
||||
let n = length $ getLinksOfType (OnEdge North) $ _rmLinks centralRoom
|
||||
let rezrooms = map adddoor
|
||||
@@ -71,8 +71,8 @@ rezBoxesWpCrit = do
|
||||
theweapon <- randBlockBreakWeapon
|
||||
--horedge <- takeOne [OnEdge North,OnEdge South]
|
||||
let centralRoom = (roomRectAutoLinks w h) {_rmPmnts = []}
|
||||
onwardpassage <- fmap
|
||||
(applyToCompRoot (rmConnectsTo .~ S.singleton (OnEdge West))) $ maybeBlockedPassage
|
||||
onwardpassage <-
|
||||
(applyToCompRoot (rmConnectsTo .~ S.singleton (OnEdge West))) <$> maybeBlockedPassage
|
||||
let bottomEdgeTest (V2 _ y,_) = y < 1
|
||||
aroom = rezInvBox thecol
|
||||
let n = length $ filter bottomEdgeTest $ map lnkPosDir $ _rmLinks centralRoom
|
||||
@@ -123,7 +123,6 @@ rezBoxes = do
|
||||
, PassDown door
|
||||
]
|
||||
(Node (PassDown centralRoom') (replicate (n-1) dbox ++ [Node (UseAll door) []]))
|
||||
where
|
||||
|
||||
|
||||
rezColor :: RandomGen g => State g LightSource
|
||||
|
||||
@@ -74,7 +74,7 @@ blockedCorridor = do
|
||||
sequence $ treeFromPost [] $ return $ UseAll $ set rmPmnts plmnts corridor
|
||||
|
||||
dirtPoly :: [Point2] -> PSType
|
||||
dirtPoly = PutBlock DirtBlock [1] dirtWall . reverse
|
||||
dirtPoly = PutBlock DirtBlock 1 [] dirtWall . reverse
|
||||
|
||||
-- | A single corridor with a destructible block blocking it.
|
||||
blockedCorridorCloseBlocks :: RandomGen g => State g Room
|
||||
|
||||
+11
-8
@@ -60,8 +60,8 @@ roomPillars = roomRect 240 240 2 2
|
||||
plmnts = spanLightI (V2 120 24) (V2 120 216)
|
||||
: mntLS vShape (V2 12 12) (V3 25 25 70)
|
||||
: mntLS vShape (V2 228 228) (V3 215 215 70)
|
||||
: sps0 (PutForeground $ thinHighBar 75 (V2 26 25) (V2 120 25))
|
||||
: sps0 (PutForeground $ thinHighBar 75 (V2 214 215) (V2 120 215))
|
||||
: sps0 (PutShape $ thinHighBar 75 (V2 26 25) (V2 120 25))
|
||||
: sps0 (PutShape $ thinHighBar 75 (V2 214 215) (V2 120 215))
|
||||
: g 180 150 90 60
|
||||
f a x b y = putBlockRect a x b y
|
||||
g a b c d = f a b a b ++ f a b c d ++ f c d a b ++ f c d c d
|
||||
@@ -150,7 +150,7 @@ miniRoom3 = do
|
||||
w <- state $ randomR (300,400)
|
||||
h <- state $ randomR (300,400)
|
||||
let cp = V2 0 (h/2+40)
|
||||
let b = PutBlock StoneBlock [5,20,20] baseBlockPane $ map toV2 [(-10,-60)
|
||||
let b = PutBlock StoneBlock 5 [20,20] baseBlockPane $ map toV2 [(-10,-60)
|
||||
,( 10,-60)
|
||||
,( 10,-80)
|
||||
,(-10,-80)
|
||||
@@ -273,15 +273,18 @@ weaponEmptyRoom = do
|
||||
weaponUnderCrits :: RandomGen g => State g (SubCompTree Room)
|
||||
weaponUnderCrits = do
|
||||
let plmnts =
|
||||
[sPS (V2 20 0) 0 $ RandPS randFirstWeapon
|
||||
,sPS (V2 20 0) (negate $ pi/2) randC1
|
||||
[--sPS (V2 20 0) 0 $ RandPS randFirstWeapon
|
||||
sPS (V2 20 0) (negate $ pi/2) randC1
|
||||
,sPS (V2 20 20) (negate $ pi/2) randC1
|
||||
]
|
||||
addwpat p = rmPmnts %~ ((PickOnePlacement 0 $ sPS p 0 $ RandPS randFirstWeapon) :)
|
||||
let continuationRoom = treeFromTrunk
|
||||
[PassDown corridorN,PassDown corridorN]
|
||||
[PassDown $ addwpat (V2 20 0) corridorN,PassDown $ addwpat (V2 20 0) corridorN]
|
||||
(singleUseAll (set rmPmnts plmnts corridorN))
|
||||
rcp <- roomCenterPillar
|
||||
deadEndRoom' <- takeOne [roomPillars,rcp]
|
||||
deadEndRoom' <- takeOne
|
||||
[ addwpat (V2 120 20) roomPillars
|
||||
, addwpat (V2 120 20) rcp]
|
||||
junctionRoom <- takeOne [PassDown tEast,PassDown tWest]
|
||||
return $ treeFromTrunk [PassDown corridorN,PassDown corridorN]
|
||||
$ Node junctionRoom
|
||||
@@ -313,7 +316,7 @@ weaponBetweenPillars = do
|
||||
critPlacementSpots <- replicateM 2 $ randDirPS $ unusedSpotAwayFromInLink 100
|
||||
let plmnts =
|
||||
sPS wpPos 0 (RandPS randFirstWeapon) :
|
||||
map (\ps -> sps ps randC1) critPlacementSpots
|
||||
map (`sps` randC1) critPlacementSpots
|
||||
theRoom = roomPillars & rmPmnts %~ (++ plmnts)
|
||||
(fmap singleUseAll . randomiseOutLinks) =<< filterLinks f theRoom
|
||||
where
|
||||
|
||||
@@ -106,14 +106,14 @@ startRoom' = do
|
||||
w <- state $ randomR (100,400)
|
||||
h <- state $ randomR (200,400)
|
||||
let plmnts =
|
||||
[ sPS (V2 0 0) 0 $ PutForeground $ girderV 40 20 10 (V2 0 (h/2)) (V2 w (h/2))
|
||||
[ sPS (V2 0 0) 0 $ PutShape $ girderV 40 20 10 (V2 0 (h/2)) (V2 w (h/2))
|
||||
--, mntLS jShape (V2 0 (h/3)) (V3 40 (h/3) 70)
|
||||
, tankSquareEmboss4 (dim orange) 50 (h-60)
|
||||
, tankSquare (dim orange) 50 50
|
||||
, tankSquare (dim orange) 50 120
|
||||
, lightSensor 10 (const id) (PS (V2 (0.8*w) (0.25*h)) 0)
|
||||
, putLasTurret 0.005 & plSpot .~ PS (V2 (0.8*w) (0.8*h)) 0
|
||||
, sps0 $ PutForeground $ colorSH orange $ pipePP 2 (V3 50 50 25) (V3 50 120 25)
|
||||
, sps0 $ PutShape $ colorSH orange $ pipePP 2 (V3 50 50 25) (V3 50 120 25)
|
||||
]
|
||||
thecol <- rezColor
|
||||
treeFromPost [PassDown $ rezBox thecol, PassDown door] . UseAll
|
||||
|
||||
@@ -23,7 +23,7 @@ telRoomLev _ = do
|
||||
w <- state $ randomR (200,300)
|
||||
h <- state $ randomR (200,300)
|
||||
return $ roomRectAutoLinks w h & rmPmnts .~
|
||||
[ sPS (V2 (w/2) (h/2)) 0 $ PutPressPlate telPP
|
||||
[ sPS (V2 (w/2) (h/2)) 0 $ PutPPlate telPP
|
||||
, sPS (V2 (w/2) (h/2+ 30)) 0 putLamp
|
||||
]
|
||||
where
|
||||
|
||||
@@ -21,7 +21,7 @@ import Control.Lens hiding (Empty, (<|) , (|>))
|
||||
|
||||
type RoomInt = (Room,Int)
|
||||
|
||||
positionRoomsFromTree :: Tree RoomInt -> IO (Maybe [Room])
|
||||
positionRoomsFromTree :: Tree RoomInt -> IO (Maybe [RoomInt])
|
||||
positionRoomsFromTree (Node (r,i) ts) = printHeader
|
||||
>> posRms (map pointsToPoly $ _rmBound r) (r,i) (zipCount ts) Empty
|
||||
|
||||
@@ -29,10 +29,10 @@ posRms :: [ConvexPoly]
|
||||
-> RoomInt
|
||||
-> [(Int,Tree RoomInt)] -- the list of children, with indices
|
||||
-> Seq (Tree RoomInt)
|
||||
-> IO (Maybe [Room])
|
||||
posRms bounds (parent,_) [] st = case st of
|
||||
Empty -> return $ Just [parent]
|
||||
Node childi ts :<| tseq -> fmap (parent:) <$> posRms bounds childi (zipCount ts) tseq
|
||||
-> IO (Maybe [RoomInt])
|
||||
posRms bounds (parent,i) [] st = case st of
|
||||
Empty -> return $ Just [(parent,i)]
|
||||
Node childi ts :<| tseq -> fmap ((parent,i):) <$> posRms bounds childi (zipCount ts) tseq
|
||||
posRms bounds parenti@(parent,_) ( (numChild,t@(Node childi _) ):its) tseq = do
|
||||
printInfoCheckNum parenti numChild childi
|
||||
tryParentLinks outlinks
|
||||
@@ -61,9 +61,12 @@ posRms bounds parenti@(parent,_) ( (numChild,t@(Node childi _) ):its) tseq = do
|
||||
updateparent rm = doLnkEff (lnkPosDir outlnk) $ rm
|
||||
& rmLinks %~ delete outlnk
|
||||
& rmPos %~ (uncurry (UsedOutLink numChild (snd childi)) (lnkPosDir outlnk) :)
|
||||
& rmChildren %~ (snd childi :)
|
||||
shiftedoutlink = shiftLinkBy (_rmShift parent) outlnk
|
||||
r' = doRoomShift . fst $ rootLabel shiftedt
|
||||
updatechild rm = rm
|
||||
& rmMParent ?~ snd parenti
|
||||
& rmMID ?~ snd childi
|
||||
& rmLinks %~ delete il
|
||||
& rmPos %~ ( (uncurry (UsedInLink 0) (lnkPosDir il):)
|
||||
. (map (uncurry UnusedLink . lnkPosDir) (delete il (_rmLinks rm)) ++) )
|
||||
|
||||
+3
-10
@@ -1,17 +1,8 @@
|
||||
module Geometry.Data
|
||||
( Point2
|
||||
, Point3
|
||||
, Point4
|
||||
( module Geometry.Data
|
||||
, V2 (..)
|
||||
, V3 (..)
|
||||
, V4 (..)
|
||||
, toV2
|
||||
, toV3
|
||||
, toV4
|
||||
, fromV3
|
||||
, uncurryV
|
||||
, fstV2
|
||||
, sndV2
|
||||
)
|
||||
where
|
||||
import Linear.V2
|
||||
@@ -21,6 +12,8 @@ type Point2 = V2 Float
|
||||
type Point3 = V3 Float
|
||||
type Point4 = V4 Float
|
||||
|
||||
type DPoint2 = (Point2,Float)
|
||||
|
||||
toV2 :: (a,a) -> V2 a
|
||||
toV2 (a,b) = V2 a b
|
||||
toV3 :: (a,a,a) -> V3 a
|
||||
|
||||
Reference in New Issue
Block a user