Improve starting weapon rooms
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@@ -35,6 +35,7 @@ data PSType = PutCrit {_unPutCrit :: Creature}
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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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-- add room effect for any placement spot?
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data PlacementSpot
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= PS { _psPos :: Point2 , _psRot :: Float }
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| PSPos
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@@ -17,6 +17,7 @@ module Dodge.Room.Link
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, changeLinkFrom
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, randomiseOutLinks
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, chooseOneInLink
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, restrictRMInLinksPD
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) where
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import Dodge.Placement.PlaceSpot
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import Dodge.LevelGen.Data
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@@ -35,6 +36,9 @@ import qualified Data.Set as S
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chooseOneInLink :: RandomGen g => Room -> State g Room
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chooseOneInLink r = restrictToFstInLink <$> shuffleLinks r
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restrictRMInLinksPD :: ((Point2,Float) -> Bool) -> Room -> Room
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restrictRMInLinksPD f = rmLinks %~ restrictLinkType InLink f
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restrictToFstInLink :: Room -> Room
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restrictToFstInLink = rmLinks %~ f
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where
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@@ -70,7 +70,7 @@ roomRect x y xn yn = defaultRoom
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lnks = m North nlnks ++ m East elnks ++ m West wlnks ++ m South slnks
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m edge = map (lnkBothAnd (OnEdge edge))
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pth = linksAndPath' lnks $ map (bimap (+.+ V2 20 20) (+.+ V2 20 20)) (makeGrid xd xn yd yn)
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posps = map (+.+ V2 20 20) $ gridPoints xd xn yd yn
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posps = map (+.+ V2 20 20) $ gridPoints xd (xn+1) yd (yn+1)
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{- Creates a rectangular room, automatically creates links and pathfinding graph at a sensible size. -}
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-- it is not clear to me that this works for very small rooms (but it does seem
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-- to do so)
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+10
-20
@@ -255,7 +255,6 @@ randFirstWeapon = do
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++ replicate 2 autoGun
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++ [launcher]
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weaponEmptyRoom :: RandomGen g => State g (SubCompTree Room)
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weaponEmptyRoom = do
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w <- state $ randomR (220,300)
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@@ -267,10 +266,9 @@ weaponEmptyRoom = do
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--,sPS (V2 (w/2) (h/2)) 0 putLamp
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,mntLightLnkCond unusedLnkToPS
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]
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treeFromTrunk [PassDown corridor]
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<$> ((fmap singleUseAll . randomiseOutLinks) =<<
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changeLinkTo ((\p -> dist p (V2 (w/2) 0) < 10) . fst) (set rmPmnts plmnts $ roomRect w h 2 2)
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)
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f (V2 x y,a) = (a == pi && x > 25 && x < w - 25) || (a /= 0 && y > w - 30)
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rm <- shuffleLinks $ restrictRMInLinksPD f (roomRect w h 2 2 & rmPmnts .~ plmnts)
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return $ treeFromTrunk [PassDown corridor] (singleUseAll rm )
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weaponUnderCrits :: RandomGen g => State g (SubCompTree Room)
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weaponUnderCrits = do
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@@ -312,18 +310,10 @@ weaponBehindPillar = do
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weaponBetweenPillars :: RandomGen g => State g (SubCompTree Room)
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weaponBetweenPillars = do
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wpPos <- takeOne [V2 x y | x <- [20,120,220], y <- [20,120,220]]
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(ps,_) <- takeNMore 2 ([], [V2 x y | x <- [20,220], y <- [20,120,220]])
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let crPos1:crPos2:_ = ps
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d p = argV $ V2 120 120 -.- p
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plmnts =
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[sPS wpPos 0 $ RandPS randFirstWeapon
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, sps (unusedSpotAwayFromInLink 150) randC1
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, sps (unusedSpotAwayFromInLink 150) randC1
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, sps (unusedSpotAwayFromInLink 150) randC1
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, sps (unusedSpotAwayFromInLink 150) randC1
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--,sPS crPos1 (d crPos1) randC1
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--,sPS crPos2 (d crPos2) randC1
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]
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critPlacementSpots <- replicateM 2 $ randDirPS $ unusedSpotAwayFromInLink 100
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let plmnts =
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sPS wpPos 0 (RandPS randFirstWeapon) :
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map (\ps -> sps ps randC1) critPlacementSpots
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theRoom = roomPillars & rmPmnts %~ (++ plmnts)
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(fmap singleUseAll . randomiseOutLinks) =<< filterLinks f theRoom
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where
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@@ -362,9 +352,9 @@ deadEndRoom = defaultRoom
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weaponRoom :: RandomGen g => State g (SubCompTree Room)
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weaponRoom = join $ takeOne
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[-- weaponEmptyRoom
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--, weaponUnderCrits
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--, weaponBehindPillar
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weaponBetweenPillars
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weaponUnderCrits
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-- weaponBehindPillar
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-- weaponBetweenPillars
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--, weaponLongCorridor
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]
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