Generalise path generation for arbitrary rooms
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+3
-3
@@ -43,8 +43,8 @@ import Control.Monad.State
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import Control.Monad.Loops
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import System.Random
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{- | A test level tree. -}
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roomTreex :: RandomGen g => State g (Maybe [Room])
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roomTreex = do
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initialRoomTree :: RandomGen g => State g (Maybe [Room])
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initialRoomTree = do
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let struct = treeFromPost [[Corridor,SpecificRoom $ fmap (pure . Right) randomFourCornerRoom]] [EndRoom]
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let t' = padCorridors struct
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t = treeFromTrunk
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@@ -97,4 +97,4 @@ roomTreex = do
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shiftExpandTree . expandTreeBy id <$> mapM annoToRoomTree t
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levx :: RandomGen g => State g [Room]
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levx = untilJust roomTreex
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levx = untilJust initialRoomTree
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+7
-14
@@ -14,25 +14,18 @@ import Data.Maybe
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--import Data.Graph.Inductive.PatriciaTree
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import Data.Graph.Inductive.Query.SP
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import Data.Graph.Inductive.Graph hiding ((&))
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import Control.Monad
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--import Control.Monad.State
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--import System.Random
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-- ok, astar or something like it
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makePathBetween :: Point2 -> Point2 -> World -> Maybe [Int]
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makePathBetween a b w = join $ sp <$> fmap fst a' <*> fmap fst b' <*> return g'
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makePathBetween a b w = do -- join $ sp <$> a' <*> b' <*> return (_pathGraph w)
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na <- walkableNodeNear a
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nb <- walkableNodeNear b
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sp na nb (_pathGraph w)
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where
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g' = _pathGraph w
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nsa = concat $ lookLookups (zoneAroundPoint a) (_pathPoints w)
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nsb = concat $ lookLookups (zoneAroundPoint b) (_pathPoints w)
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a' = find (flip (isWalkable a) w . snd) nsa
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b' = find (flip (isWalkable b) w . snd) nsb
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nodesNear p = concat $ lookLookups (zoneAroundPoint p) (_pathPoints w)
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walkableNodeNear p = fmap fst . find (flip (isWalkable p) w . snd) $ nodesNear p
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makePathBetweenPs :: Point2 -> Point2 -> World -> Maybe [Point2]
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makePathBetweenPs a b w = mapMaybe (lab g') <$> makePathBetween b a w
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where
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g' = _pathGraph w
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makePathBetweenPs a b w = mapMaybe (lab $ _pathGraph w) <$> makePathBetween b a w
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pointTowardsImpulse :: Point2 -> Point2 -> World -> Maybe Point2
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pointTowardsImpulse a b w = find (flip (isWalkable a) w) =<< makePathBetweenPs a b w
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+16
-10
@@ -10,6 +10,7 @@ import Dodge.Room.Procedural
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import Dodge.Room.Placement
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import Dodge.Room.Link
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import Dodge.Room.Corridor
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import Dodge.Room.Path
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import Dodge.LevelGen.Data
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import Dodge.Creature
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import Dodge.Creature.State.Data
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@@ -24,16 +25,17 @@ import System.Random
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roomGlassOctogon
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:: Float -- ^ Size
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-> Room
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roomGlassOctogon x = defaultRoom
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{ _rmPolys = [rectNSWE x (-x) (-x) x
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,rectNSWE 0 (-(x + 40)) (-20) 20
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]
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, _rmLinks =
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[(V2 0 x,0)
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,(V2 0 (-(x+40)),pi)
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roomGlassOctogon x = createPathGrid $ defaultRoom
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--roomGlassOctogon x = defaultRoom
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{ _rmPolys =
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[rectNSWE x (-x) (-x) x
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,rectNSWE 0 (-(x + 40)) (-20) 20
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]
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, _rmLinks = lnks
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, _rmPath = linksAndPath lnks
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[ ( V2 0 x , V2 0 (-(x+40)))
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, ( V2 0 (-(x+40)), V2 0 x)
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]
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, _rmPath = [(V2 0 x,V2 0 (-(x+40)))
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,(V2 0 (-(x+40)),V2 0 x)]
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, _rmPS =
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[sPS (V2 fx fx) 0 putLamp
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,sPS (V2 (-fx) fx) 0 putLamp
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@@ -43,12 +45,16 @@ roomGlassOctogon x = defaultRoom
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,crystalLine (V2 x (x/2)) (V2 (x/2) x)
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,crystalLine (V2 (x/2) (-x)) (V2 x (negate (x/2)))
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,crystalLine (V2 (negate $ x/2) (-x)) (V2 (-x) (negate (x/2)))
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,blockLine (V2 (-40) (40-x)) (V2 40 (40-x))
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,blockLine (V2 (-40) (50-x)) (V2 40 (50-x))
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]
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, _rmBound = [rectNSWE x (-x) (-x) x]
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}
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where
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fx = 4 * x / 5
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lnks =
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[ (V2 0 x,0)
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, (V2 0 (-(x+40)),pi)
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]
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bossRoom :: RandomGen g => Creature -> State g Room
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bossRoom cr = randomMediumRoom <&> rmPS %~ ( sPS (V2 0 100) (negate $ pi/2) (PutCrit cr) :)
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@@ -13,6 +13,7 @@ import Dodge.Data
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import Dodge.Room.Data
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import Dodge.Room.Placement
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import Dodge.Room.Link
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import Dodge.Room.Path
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import Dodge.Default.Room
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import Dodge.Item.Consumable
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import Dodge.Item.Equipment
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@@ -26,9 +27,9 @@ import Geometry
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import Picture
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import Data.Tile
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import Data.List
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import Data.Function (on)
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import qualified Data.Tuple.Extra as Tup
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--import Data.List
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--import Data.Function (on)
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--import qualified Data.Tuple.Extra as Tup
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import qualified Data.Map as M
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import Control.Lens
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import Control.Monad
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@@ -73,29 +74,7 @@ Creates a rectangular room, automatically creates links and pathfinding graph at
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roomRectAutoLinks :: Float -> Float -> Room
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roomRectAutoLinks x y = roomRect x y ((ceiling x - 40) `div` 60) ((ceiling y - 40) `div` 60)
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makeGrid :: Float -> Int -> Float -> Int -> [(Point2,Point2)]
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makeGrid x nx y ny
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= nub
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. concatMap doublePair
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. concatMap (\p -> map (Tup.both (p +.+)) $ makeRect x y)
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$ gridPoints x nx y ny
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gridPoints :: Float -> Int -> Float -> Int -> [Point2]
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gridPoints x nx y ny = [V2 a b | a <- take nx $ scanl (+) 0 $ repeat x
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, b <- take ny $ scanl (+) 0 $ repeat y
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]
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makeRect :: Float -> Float -> [(Point2,Point2)]
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makeRect x y = map (bimap toV2 toV2) [((0,0),(x,0))
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,((0,0),(0,y))
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,((x,y),(x,0))
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,((x,y),(0,y))
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]
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linksAndPath :: [(Point2,Float)] -> [(Point2,Point2)] -> [(Point2,Point2)]
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linksAndPath lnks subpth = subpth ++ concatMap linkClosest lnks
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where
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linkClosest (p,_) = doublePair (p, minimumBy (compare `on` dist p) $ map fst subpth)
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{- Combines two rooms into one room.
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Combines into one big bound, concatenates the rest. -}
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combineRooms :: Room -> Room -> Room
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