Reinstate genworld concept

This commit is contained in:
2022-07-25 09:49:55 +01:00
parent d62e14cdb5
commit 3354d108be
7 changed files with 58 additions and 47 deletions
+7 -2
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@@ -199,6 +199,11 @@ data Universe = Universe
, _uvConfig :: Configuration
, _uvTestString :: Universe -> [String]
}
data GenWorld = GenWorld
{ _gwWorld :: World
, _genPlacements :: IM.IntMap [(Placement,Int)]
, _genRooms :: IM.IntMap Room
}
data World = World
{ _keys :: S.Set Scancode
, _mouseButtons :: M.Map MouseButton Bool
@@ -290,8 +295,6 @@ data World = World
, _hammers :: M.Map WorldHammer HammerPosition
, _backspaceTimer :: Int
, _genParams :: GenParams
, _genPlacements :: IM.IntMap [(Placement,Int)]
, _genRooms :: IM.IntMap Room
, _deathDelay :: Maybe Int
, _testFloat :: Float
, _lLine :: (Point2,Point2)
@@ -497,6 +500,8 @@ makeLenses ''Nozzle
makeLenses ''Equipment
makeLenses ''ScreenLayer
makeLenses ''WorldBeams
makeLenses ''GenWorld
----- ROOM LENSES
makeLenses ''Room
+2 -2
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@@ -107,8 +107,8 @@ defaultWorld = World
, _hammers = defaultWorldHammers
, _backspaceTimer = 0
, _genParams = GenParams M.empty
, _genPlacements = IM.empty
, _genRooms = IM.empty
-- , _genPlacements = IM.empty
-- , _genRooms = IM.empty
, _deathDelay = Nothing
, _testFloat = 0
, _boundBox = square 100
+19 -19
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@@ -31,10 +31,10 @@ import qualified Control.Foldl as L
import Data.Maybe
import Data.Function
generateLevelFromRoomList :: IM.IntMap Room -> World -> World
generateLevelFromRoomList gr' w = initWallZoning
. randomCompass
. setupWorldBounds
generateLevelFromRoomList :: IM.IntMap Room -> World -> GenWorld
generateLevelFromRoomList gr' w = over gwWorld initWallZoning
. over gwWorld randomCompass
. over gwWorld setupWorldBounds
. doAfterPlacements
. doInPlacements
. doOutPlacements
@@ -57,19 +57,19 @@ generateLevelFromRoomList gr' w = initWallZoning
randomCompass :: World -> World
randomCompass w = w & cameraRot .~ (takeOne [0,0.5*pi,pi,1.5*pi] & evalState $ _randGen w)
putFloorTiles :: World -> World
putFloorTiles gw = gw & floorTiles .~ floorsFromGenWorld gw
putFloorTiles :: GenWorld -> GenWorld
putFloorTiles gw = gw & gwWorld . floorTiles .~ floorsFromGenWorld gw
setFloors :: World -> World
setFloors :: GenWorld -> GenWorld
setFloors = putFloorTiles . setTiles
-- note the order of traversal of the rooms is important
-- hence the reverse
-- this is not ideal: should do this in some more sensible way
setTiles :: World -> World
setTiles :: GenWorld -> GenWorld
setTiles gw = foldr setTile gw . reverse . IM.elems $ _genRooms gw
setTile :: Room -> World -> World
setTile :: Room -> GenWorld -> GenWorld
setTile r gw = case _rmFloor r of
Tiled {} -> gw
InheritFloor -> gw & genRooms . ix (fromJust (_rmMID r)) . rmFloor .~ Tiled [t & tilePoly .~ poly]
@@ -84,43 +84,43 @@ shuffleRoomPos rm = do
newPos <- shuffle $ _rmPos rm
return $ rm & rmPos .~ newPos
doAfterPlacements :: World -> World
doAfterPlacements :: GenWorld -> GenWorld
doAfterPlacements gw = foldr doAfterPlacement gw (_genPlacements gw)
doAfterPlacement :: [(Placement,Int)] -> World -> World
doAfterPlacement :: [(Placement,Int)] -> GenWorld -> GenWorld
doAfterPlacement pmntis gw = gRandify gw $ do
(pmnt,i) <- takeOne pmntis
let (newgw,rm) = fst $ placeSpot (gw,_genRooms gw IM.! i) pmnt
return $ newgw & genRooms . ix i .~ rm
doInPlacements :: ( IM.IntMap [Placement],World) -> World
doInPlacements :: ( IM.IntMap [Placement],GenWorld) -> GenWorld
doInPlacements (im,w) =
let (gw,rms) = mapAccumR (doRoomInPlacements im) w (_genRooms w)
in gw & genRooms .~ rms
doRoomInPlacements :: IM.IntMap [Placement] -> World -> Room -> (World, Room)
doRoomInPlacements :: IM.IntMap [Placement] -> GenWorld -> Room -> (GenWorld, Room)
doRoomInPlacements im w rm = foldr f (w,rm) $ _rmInPmnt rm
where
f (InPlacement plf i) (w',r') = fst $ placeSpot (w',r') (plf $ im IM.! i)
doOutPlacements :: World -> ( IM.IntMap [Placement], World)
doOutPlacements :: GenWorld -> ( IM.IntMap [Placement], GenWorld)
doOutPlacements w = let ((pmnts,gw),rms) = mapAccumR doRoomOutPlacements (IM.empty,w) (_genRooms w)
in (pmnts,gw & genRooms .~ rms)
doRoomOutPlacements :: (IM.IntMap [Placement], World)
doRoomOutPlacements :: (IM.IntMap [Placement], GenWorld)
-> Room
-> ( (IM.IntMap [Placement], World) , Room )
-> ( (IM.IntMap [Placement], GenWorld) , Room )
doRoomOutPlacements imw r = foldr f ( imw, r ) $ _rmOutPmnt r
where
f (OutPlacement pl i) ( (im,w) , rm ) =
let ((neww,newrm),plmnts) = placeSpot (w,rm) pl
in ((IM.insert i plmnts im, neww) , newrm )
doIndividualPlacements :: World -> World
doIndividualPlacements :: GenWorld -> GenWorld
doIndividualPlacements gw = let (gw', rms) = mapAccumR doRoomPlacements gw (_genRooms gw)
in gw' & genRooms .~ rms
doRoomPlacements :: World -> Room -> (World, Room)
doRoomPlacements :: GenWorld -> Room -> (GenWorld, Room)
doRoomPlacements w rm = foldl' (\wr -> fst . placeSpot wr) (w,rm) $ _rmPmnts rm
setupWorldBounds :: World -> World
@@ -202,7 +202,7 @@ gameRoomFromRoom rm = GameRoom
floorsFromRooms :: [Room] -> [(Point3,Point3)]
floorsFromRooms = concatMap (concatMap tileToRenderList . getTiles . _rmFloor . doRoomShift)
floorsFromGenWorld :: World -> [(Point3,Point3)]
floorsFromGenWorld :: GenWorld -> [(Point3,Point3)]
floorsFromGenWorld = floorsFromRooms . IM.elems . _genRooms
getTiles :: Floor -> [Tile]
+1 -1
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@@ -28,7 +28,7 @@ generateWorldFromSeed i = do
(roomList,bounds) <- layoutLevelFromSeed 0 i
return -- $ saveLevelStartSlot
$ postGenerationProcessing
$ generateLevelFromRoomList roomList initialWorld{_randGen=mkStdGen i}
$ _gwWorld (generateLevelFromRoomList roomList initialWorld{_randGen=mkStdGen i})
& roomClipping .~ bounds
postGenerationProcessing :: World -> World
+6 -4
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@@ -16,10 +16,12 @@ import qualified IntMapHelp as IM
import qualified Data.Map.Strict as M
--import Control.Lens
worldToGenWorld :: IM.IntMap Room -> World -> World
worldToGenWorld rms w = w
& genParams .~ evalState generateGenParams (_randGen w)
& genRooms .~ rms
worldToGenWorld :: IM.IntMap Room -> World -> GenWorld
worldToGenWorld rms w = GenWorld
{ _gwWorld = w & genParams .~ evalState generateGenParams (_randGen w)
, _genRooms = rms
, _genPlacements = mempty
}
generateGenParams :: RandomGen g => State g GenParams
generateGenParams = do
+20 -16
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@@ -28,7 +28,7 @@ import Data.Bifunctor
-- when placing a placement, we update the world and the room and assign an id
-- to the placement
placeSpot :: (World,Room) -> Placement -> ( (World,Room), [Placement] )
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
@@ -39,31 +39,31 @@ placeSpot (w,rm) plmnt = case plmnt of
where
shift = _rmShift rm
placePickOne :: Int -> Placement -> Room -> World -> World
placePickOne :: Int -> Placement -> Room -> GenWorld -> GenWorld
placePickOne i pl rm w = w & genPlacements %~ IM.insertWith (++) i [(pl, fromJust (_rmMID rm))]
placeRandomPlacement :: State StdGen Placement -> World -> Room -> ((World,Room),[Placement])
placeRandomPlacement rplmnt w rm = placeSpot (w & randGen .~ g,rm) plmnt'
placeRandomPlacement :: State StdGen Placement -> GenWorld -> Room -> ((GenWorld,Room),[Placement])
placeRandomPlacement rplmnt w rm = placeSpot (w & gwWorld . randGen .~ g,rm) plmnt'
where
(plmnt', g) = runState rplmnt (_randGen w)
(plmnt', g) = runState rplmnt (_randGen (_gwWorld w))
placePlainPSSpot :: World -> Room -> Placement -> DPoint2 -> ((World,Room),[Placement])
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 w' newplmnt)
in maybe ((w',rm),[newplmnt]) (recrPlace newplmnt w') (_plIDCont plmnt (_gwWorld w') newplmnt)
where
recrPlace newplmnt w' pl = let (wr,newplmnts) = placeSpot (w',rm) pl
in (wr,newplmnt:newplmnts)
-- this should be tidied up
placeSpotUsingLink :: World
placeSpotUsingLink :: GenWorld
-> Room
-> Placement
-> (RoomPos -> Room -> Maybe (PlacementSpot,RoomPos))
-> (RoomPos -> Room -> Room)
-> Maybe Placement
-> ((World, Room), [Placement])
-> ((GenWorld, Room), [Placement])
placeSpotUsingLink w rm plmnt extract eff fallback = case searchedPoss (_rmPos rm) of
Just (ps,rmposs) -> placeSpot (w, eff (head rmposs) $ rm & rmPos .~ rmposs) (plmnt & plSpot .~ ps)
Nothing -> case fallback of
@@ -76,14 +76,18 @@ placeSpotUsingLink w rm plmnt extract eff fallback = case searchedPoss (_rmPos r
Just (ps,rmpos) -> Just ( ps,rmpos:poss)
placeSpotRoomRand :: Room -> Int -> (DPoint2 -> PlacementSpot)
-> Placement -> World -> ((World,Room),[Placement])
-> Placement -> GenWorld -> ((GenWorld,Room),[Placement])
placeSpotRoomRand rm i f plmnt w =
let (ps,g) = runState (_rmRandPSs rm !! i) $_randGen w
in placeSpot (w & randGen .~ g,rm) (plmnt & plSpot .~ f ps)
let (ps,g) = runState (_rmRandPSs rm !! i) $_randGen (_gwWorld w)
in placeSpot (w & gwWorld . randGen .~ g,rm) (plmnt & plSpot .~ f ps)
placeSpotID :: PlacementSpot -> PSType -> GenWorld -> (Int, GenWorld)
placeSpotID ps pt gw = let (i,w) = placeSpotID' ps pt (_gwWorld gw)
in (i,gw & gwWorld .~ w)
-- the Int here is some id that is assigned when the placement is placed
placeSpotID :: PlacementSpot -> PSType -> World -> (Int, World)
placeSpotID ps pt w = case pt of
placeSpotID' :: PlacementSpot -> PSType -> World -> (Int, World)
placeSpotID' ps pt w = case pt of
PutTrigger cnd -> plNewID triggers cnd w
PutMod mdi -> plNewUpID modifications mdID mdi w
PutProp prp -> plNewUpID props prID (mvProp p rot prp) w
@@ -109,7 +113,7 @@ placeSpotID ps pt w = case pt of
PutID i -> (i, w)
PutWorldUpdate f -> (0, w & f ps)
PutUsingGenParams f -> let (w',pt') = f w
in placeSpotID ps pt' w'
in placeSpotID' ps pt' w'
where
p@(V2 px py) = _psPos ps
p' = V3 px py 0
@@ -120,7 +124,7 @@ shiftDec :: Point2 -> Float -> Picture -> Picture
shiftDec p r pic = uncurryV translate p $ rotate r pic
evaluateRandPS :: State StdGen PSType -> PlacementSpot -> World -> (Int,World)
evaluateRandPS rgen ps w = placeSpotID ps evaluatedType (set randGen g w)
evaluateRandPS rgen ps w = placeSpotID' ps evaluatedType (set randGen g w)
where
(evaluatedType, g) = runState rgen (_randGen w)
+3 -3
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@@ -6,6 +6,6 @@ import System.Random
import Control.Monad.State
import Control.Lens
gRandify :: World -> State StdGen World -> World
gRandify gw mw = let (gw',g) = runState mw (_randGen gw)
in gw' & randGen .~ g
gRandify :: GenWorld -> State StdGen GenWorld -> GenWorld
gRandify gw mw = let (gw',g) = runState mw (_randGen $ _gwWorld gw)
in gw' & gwWorld . randGen .~ g