Some cleanup, sidetracked from inter-room placements
This commit is contained in:
@@ -63,6 +63,7 @@ data World = World
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, _machines :: IM.IntMap Machine
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, _blocks :: IM.IntMap Block
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, _coordinates :: IM.IntMap Point2
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, _triggers :: IM.IntMap (World -> Bool)
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, _wallsZone :: Zone (IM.IntMap Wall)
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, _floorItems :: IM.IntMap FloorItem
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, _floorTiles :: [(Point3,Point3)]
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@@ -8,15 +8,17 @@ defaultRoom :: Room
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defaultRoom = Room
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{ _rmPolys = []
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, _rmLinks = []
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, _rmUsedLinks = []
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, _rmPos = []
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, _rmPath = []
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, _rmPmnts = []
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, _rmPartialPmnts = IM.empty
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, _rmLabelledPmnts = IM.empty
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, _rmPmnts = []
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, _rmTriggerPmnts = IM.empty
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, _rmTriggers = IM.empty
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, _rmBound = []
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, _rmFloor = []
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, _rmName = "defaultRoom"
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, _rmShift = (V2 0 0 , 0)
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, _rmViewpoints = []
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, _rmRandPSs = []
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, _rmLabel = Nothing
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, _rmTakeFrom = Nothing
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}
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@@ -39,7 +39,8 @@ defaultWorld = World
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, _blocks = IM.empty
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, _machines = IM.empty
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, _doors = IM.empty
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, _coordinates = IM.empty
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, _coordinates = IM.empty
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, _triggers = IM.empty
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, _wallsZone = Zone IM.empty
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, _floorItems = IM.empty
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, _floorTiles = []
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+49
-63
@@ -1,6 +1,5 @@
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{-# OPTIONS_GHC -Wno-unused-imports #-}
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{- |
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The tree of rooms that make up a level. -}
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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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) where
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@@ -34,72 +33,59 @@ import Data.Sequence hiding (zipWith)
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import Data.Maybe
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initialAnoTree :: RandomGen g => Tree [Annotation g]
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initialAnoTree =
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let struct = treeFromPost [[Corridor,SpecificRoom $ fmap (pure . Right) randomFourCornerRoom]] [EndRoom]
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t' = padWithCorridors struct
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in treeFromTrunk
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[[StartRoom]
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,[Corridor]
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,[SpecificRoom $ return $ connectRoom lasTunnel ]
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,[Corridor]
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,[SpecificRoom $ fmap connectRoom slowDoorRoom ]
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,[Corridor]
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,[Corridor]
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,[Corridor]
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,[SpecificRoom $ fmap connectRoom roomCCrits]
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,[Corridor]
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,[AirlockAno]
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,[Corridor]
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,[Corridor]
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---- ,[SpecificRoom roomCCrits]
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---- ,[Corridor]
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---- ,[Corridor]
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---- ,[SpecificRoom . pure . pure . Right $ roomGlassOctogon 400
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---- & rmPS %~ ([sPS (V2 0 50) 0 $ PutCrit armourChaseCrit
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---- ,sPS (V2 50 25) 0 $ PutCrit armourChaseCrit
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---- ,sPS (V2 50 0) 0 $ PutCrit armourChaseCrit
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---- ]++)
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---- ]
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---- --,[Corridor]
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---- --,[SpecificRoom . pure . pure . Right $ roomGlassOctogon 400
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---- -- & rmPS %~ ([swarmPS 0 (x,y) 0 swarmCrit | x <- [-20,-19.5.. 20] , y <- [200,202] ]++)
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---- -- ]
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---- ,[SpecificRoom . pure . pure . Right $ roomGlassOctogon 400
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---- & rmPS %~ ([sPS (V2 0 50) 0 $ PutCrit pistolCrit ]++)
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---- ]
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---- ,[Corridor]
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---- ,[Corridor]
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-- --,[SpecificRoom $ pure . Right <$> twinSlowDoorChasers]
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--- ,[SpecificRoom $ pure $ (pure . Right) (twinSlowDoorRoom 80 200 40)]
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initialAnoTree = padSucWithCorridors $ treeFromTrunk
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[[StartRoom]
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,[SpecificRoom $ return $ connectRoom lasTunnel ]
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,[SpecificRoom $ fmap connectRoom slowDoorRoom ]
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,[Corridor]
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,[Corridor]
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,[SpecificRoom $ fmap connectRoom roomCCrits]
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,[AirlockAno]
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,[Corridor]
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---- ,[SpecificRoom roomCCrits]
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---- ,[Corridor]
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---- ,[SpecificRoom . pure . pure . Right $ roomGlassOctogon 400
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---- & rmPS %~ ([sPS (V2 0 50) 0 $ PutCrit armourChaseCrit
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---- ,sPS (V2 50 25) 0 $ PutCrit armourChaseCrit
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---- ,sPS (V2 50 0) 0 $ PutCrit armourChaseCrit
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---- ]++)
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---- ]
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---- --,[SpecificRoom . pure . pure . Right $ roomGlassOctogon 400
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---- -- & rmPS %~ ([swarmPS 0 (x,y) 0 swarmCrit | x <- [-20,-19.5.. 20] , y <- [200,202] ]++)
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---- -- ]
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---- ,[SpecificRoom . pure . pure . Right $ roomGlassOctogon 400
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---- & rmPS %~ ([sPS (V2 0 50) 0 $ PutCrit pistolCrit ]++)
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---- ]
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---- ,[Corridor]
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-- --,[SpecificRoom $ pure . Right <$> twinSlowDoorChasers]
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--- ,[SpecificRoom $ pure $ (pure . Right) (twinSlowDoorRoom 80 200 40)]
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--- ,[DoorAno]
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--- ,[SpecificRoom $ pure . Right <$> centerVaultExplosiveExit]
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--- ,[SpecificRoom blockedCorridor]
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--- ,[OrAno [[DoorAno]
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--- ,[Corridor]
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--- ,[DoorAno]
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--- ,[SpecificRoom $ pure . Right <$> centerVaultExplosiveExit]
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--- ,[SpecificRoom blockedCorridor]
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--- ,[OrAno [[DoorAno]
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--- ,[Corridor]
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--- ,[DoorNumAno 0,AirlockAno]]
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--- ]
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--- ,[FirstWeapon]
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--- ,[CorridorDebug]
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--- ,[SpecificRoom $ fmap (pure . Right) randomFourCornerRoom]
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,[Corridor]
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,[OrAno
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[[SpecificRoom $ branchRectWith $ fmap (fmap Left) armouredChasers]
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,[BossAno $ addArmour launcherCrit & crHP +~ 800
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& crState . crDropsOnDeath .~ DropSpecific [0] ]
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]
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]
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,[Corridor]
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-- ,[SpecificRoom $ fmap (pure . Right) armouredCorridor]
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,[Corridor]
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,[TreasureAno [addArmour autoCrit,addArmour autoCrit] [launcher]]
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]
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t'
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--- ,[DoorNumAno 0,AirlockAno]]
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--- ]
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--- ,[FirstWeapon]
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--- ,[CorridorDebug]
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--- ,[SpecificRoom $ fmap (pure . Right) randomFourCornerRoom]
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,[OrAno
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[[SpecificRoom $ branchRectWith $ fmap (fmap Left) armouredChasers]
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,[BossAno $ addArmour launcherCrit & crHP +~ 800
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& crState . crDropsOnDeath .~ DropSpecific [0] ]
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]
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]
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-- ,[SpecificRoom $ fmap (pure . Right) armouredCorridor]
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,[Corridor]
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,[TreasureAno [addArmour autoCrit,addArmour autoCrit] [launcher]]
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]
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$ treeFromPost [[Corridor,SpecificRoom $ fmap (pure . Right) randomFourCornerRoom]]
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[EndRoom]
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{- | A test level tree. -}
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initialRoomTree :: RandomGen g => State g (Tree Room)
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initialRoomTree = do
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expandTreeBy id <$> mapM annoToRoomTree initialAnoTree
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expandTreeBy id <$> mapM anoToRoomTree initialAnoTree
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layoutLevelFromSeed :: Int -> Int -> IO [Room]
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layoutLevelFromSeed i seed = do
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+2
-4
@@ -10,8 +10,6 @@ import Dodge.Wall.Zone
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import Dodge.Zone
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import Dodge.GameRoom
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import Dodge.Bounds
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--import Dodge.RandomHelp
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--import Dodge.Graph
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import Dodge.Layout.Tree.Polymorphic (applyToRoot)
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import Dodge.Room.Data
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import Dodge.Room.AddTile
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@@ -117,10 +115,10 @@ gameRoomsFromRooms = map f
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f rm = GameRoom
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{ _grViewpoints = _rmViewpoints rm ++ (map fst . foldl' (flip cutWalls) [] $ _rmPolys rm)
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++ map fst (_rmLinks rm)
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, _grViewpointsEx = mapMaybe unpos (_rmUsedLinks rm)
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, _grViewpointsEx = mapMaybe unpos (_rmPos rm)
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, _grBound = expandPolyByFixed 100 . convexHullSafe . nubBy closePoints
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. concat $ _rmBound rm ++ _rmPolys rm
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, _grDir = getDir $ _rmUsedLinks rm
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, _grDir = getDir $ _rmPos rm
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, _grName = _rmName rm
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}
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closePoints x y = roundPoint2 x == roundPoint2 y
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@@ -1,8 +1,5 @@
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{- |
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Annotating tree structures with desired properties for rooms.
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-}
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module Dodge.Layout.Tree.Annotate
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where
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{- | Annotating tree structures with desired properties for rooms. -}
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module Dodge.Layout.Tree.Annotate where
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import Dodge.Data
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import Dodge.RandomHelp
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import Dodge.Layout.Tree.Polymorphic
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@@ -23,6 +20,7 @@ import Dodge.Room.Teleport
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import Data.Tree
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import Control.Monad.State
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import System.Random
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import Control.Lens
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data Annotation g
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= Lock Int
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@@ -40,6 +38,8 @@ data Annotation g
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| SpecificRoom (State g (Tree (Either Room Room)))
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| BossAno Creature
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| TreasureAno [Creature] [Item]
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| SetLabel Int (State g Room)
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| UseLabel Int (State g Room)
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addLock :: RandomGen g => Int -> Tree [Annotation g] -> State g (Tree [Annotation g])
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addLock i t = do
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@@ -49,6 +49,9 @@ addLock i t = do
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{- | Add one corridor between each parent-child link of a tree of annotations. -}
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padWithCorridors :: Tree [Annotation g] -> Tree [Annotation g]
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padWithCorridors (Node x xs) = Node [Corridor] [Node x (map padWithCorridors xs)]
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padSucWithCorridors :: Tree [Annotation g] -> Tree [Annotation g]
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padSucWithCorridors (Node x xs) = Node x (map padWithCorridors xs)
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{- Add one to three corridors between each parent-child link of a tree of annotations. -}
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randomPadCorridors :: RandomGen g => Tree [Annotation g] -> State g (Tree [Annotation g])
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randomPadCorridors (Node x xs) = do
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@@ -60,11 +63,17 @@ roomThenCorridor :: RandomGen g => Room -> State g (Tree (Either Room Room))
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roomThenCorridor theRoom = fmap (\r -> Node (Left theRoom) [(pure . Right) r])
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(randomiseOutLinks corridor)
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{- | Create a random room tree structure from a list of annotations. -}
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annoToRoomTree :: RandomGen g => [Annotation g] -> State g (Tree (Either Room Room))
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annoToRoomTree anos = case anos of
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anoToRoomTree :: RandomGen g => [Annotation g] -> State g (Tree (Either Room Room))
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anoToRoomTree anos = case anos of
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[SetLabel i randrm] -> do
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rm <- randrm
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return . connectRoom $ rm & rmLabel ?~ i
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[UseLabel i randrm] -> do
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rm <- randrm
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return $ connectRoom $ rm & rmTakeFrom ?~ i
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[OrAno as] -> do
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a <- takeOne as
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annoToRoomTree a
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anoToRoomTree a
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[Corridor] -> pure . Right <$> randomiseOutLinks corridor
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[CorridorDebug] -> pure . Right <$> randomiseOutLinks corridorDebug
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[DoorAno] -> roomThenCorridor door
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@@ -47,6 +47,6 @@ posRms bounds (r,i) (t@(Node (_,i') _):ts) tseq = do
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where
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convexBounds = map pointsToPoly $ _rmBound r'
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clipping = or (convexPolysOverlap <$> convexBounds <*> bounds)
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useLink = (r & rmLinks %~ delete l & rmUsedLinks %~ (uncurry (OutLink (Prelude.length ts)) l :)
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useLink = (r & rmLinks %~ delete l & rmPos %~ (uncurry (OutLink (Prelude.length ts)) l :)
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, i)
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shiftedt@(Node (r',_) _) = applyToRoot (first $ shiftRoomToLink l) t
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+37
-12
@@ -1,4 +1,5 @@
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{-# LANGUAGE FlexibleInstances #-}
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{-# LANGUAGE RankNTypes #-}
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-- | deals with placement of objects within the world
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-- after they have had their coordinates set by the layout
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module Dodge.LevelGen
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@@ -26,11 +27,16 @@ import Control.Monad.State
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import Control.Lens
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import qualified Data.IntSet as IS
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placeSpotRoomRand :: Room -> Int -> Placement -> World -> (World,Room)
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placeSpotRoomRand rm i plmnt w =
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let (ps,g) = runState (_rmRandPSs rm !! i) $_randGen w
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in placeSpot (w & randGen .~ g,rm) (plmnt & plSpot .~ uncurry PS ps)
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placeSpot :: (World,Room) -> Placement -> (World,Room)
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placeSpot (w,rm) plmnt = case plmnt of
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Placement{_plSpot = PSRoomRand i}
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-> let (ps,g) = runState (_rmRandPSs rm !! i) $_randGen w
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in placeSpot (w & randGen .~ g,rm) (plmnt & plSpot .~ uncurry PS ps)
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Placement{_plSpot = PSRoomRand i} -> placeSpotRoomRand rm i plmnt w
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-- -> let (ps,g) = runState (_rmRandPSs rm !! i) $_randGen w
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-- in placeSpot (w & randGen .~ g,rm) (plmnt & plSpot .~ uncurry PS ps)
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Placement{_plSpot = PSLnk{}} -> case lnks of
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((lnki,lnk):_) -> placeSpot (w & randGen .~ g,uselnk lnki) (updatePS (f lnk) plmnt)
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[] -> case fallback of
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@@ -77,8 +83,10 @@ shiftPSBy (pos,rot) ps = ps
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-- button ids, etc
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placeSpotID :: PlacementSpot -> PSType -> World -> (Int, World)
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placeSpotID ps pt w = case pt of
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PutTrigger cond -> placeNewInto triggers cond w
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PutProp prop -> placeProp prop p rot w
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PutButton bt -> placeBt bt p rot w
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--PutButton bt -> placeBt bt p rot w
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PutButton bt -> placeNewUpdateID buttons btID (mvButton bt p rot) w
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PutFlIt itm -> placeFlIt itm p rot w
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PutCrit cr -> placeCr cr p rot w
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PutMachine col wallpoly mc -> placeMachine col (map doShift wallpoly) mc p rot w
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@@ -88,7 +96,7 @@ placeSpotID ps pt w = case pt of
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where
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(evaluatedType, g) = runState rgen (_randGen w)
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PutDoor col f pss -> placeDoor col f (map (bimap doShift doShift) pss) w
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PutCoordinate coordp -> placeCoordinate (doShift coordp) w
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PutCoordinate coordp -> placeNewInto coordinates (doShift coordp) w
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PutSlideDoor pathing col f a b spd -> placeSlideDoor pathing col f (doShift a) (doShift b) spd w
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PutBlock (hp:hps) col ps' -> placeBlock (map doShift ps') hp col Opaque hps w
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PutBlock{} -> error "messed up block placement somehow"
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@@ -129,10 +137,25 @@ addPane wl l wls = IM.insert wlid (wl { _wlLine = l, _wlID = wlid }) wls
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where
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wlid = IM.newKey wls
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placeCoordinate :: Point2 -> World -> (Int,World)
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placeCoordinate p w = (i, w & coordinates %~ IM.insert i p)
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-- | generalised way of putting a new item into a lensed intmap, returning the
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-- new index as well
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placeNewInto :: ALens' World (IM.IntMap a)
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-> a
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-> World
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-> (Int,World)
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placeNewInto l x w = (i,w & l #%~ IM.insert i x)
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where
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i = IM.newKey $ _coordinates w
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i = IM.newKey $ w ^# l
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-- | place an new object into an intmap and update its id
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placeNewUpdateID :: ALens' World (IM.IntMap a)
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-> ALens' a Int
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-> a
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-> World
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-> (Int,World)
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placeNewUpdateID l li x w = (i,w & l #%~ IM.insert i (x & li #~ i))
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where
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i = IM.newKey $ w ^# l
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placeProp
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:: Prop
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@@ -155,8 +178,11 @@ placeBt
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placeBt bt p a w = (i , over buttons addBT w)
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where
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i = IM.newKey $ _buttons w
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addBT xs = IM.insert i (f bt) xs
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addBT = IM.insert i (f bt)
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f = (btRot +~ a) . (btPos %~ ( (p +.+) . rotateV a )) . (btID .~ i)
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mvButton bt p a = bt & btRot +~ a & btPos %~ ( (p +.+) . rotateV a )
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{- Creates a floor item at a given point.
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Assigns an id correctly. -}
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placeFlIt
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@@ -165,9 +191,8 @@ placeFlIt
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-> Float -- ^ Rotation
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-> World
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-> (Int, World)
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placeFlIt itm p rot w = (i, w & floorItems %~ \ fis -> IM.insert i
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( FlIt { _flItPos = p , _flItRot = rot , _flItID = i , _flIt = itm }
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) fis
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placeFlIt itm p rot w = (i
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, w & floorItems %~ IM.insert i FlIt { _flItPos = p , _flItRot = rot , _flItID = i , _flIt = itm }
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)
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where
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i = IM.newKey $ _floorItems w
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@@ -19,6 +19,7 @@ data PSType = PutCrit {_unPutCrit :: Creature}
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| PutPressPlate PressPlate
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| PutBlock [Int] Color [Point2]
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| PutCoordinate Point2
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| PutTrigger (World -> Bool)
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| PutLineBlock Wall 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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@@ -72,9 +73,10 @@ ps0j :: PSType -> Placement -> Placement
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ps0j pst plmnt = Placement (PS (V2 0 0) 0) pst (const $ Just plmnt)
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addPlmnt :: Placement -> Placement -> Placement
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addPlmnt pl (PlacementUsingPos p f) = PlacementUsingPos p (fmap (addPlmnt pl) f)
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addPlmnt pl (RandomPlacement rp) = RandomPlacement $ fmap (addPlmnt pl) rp
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addPlmnt pl (Placement ps pt f) = Placement ps pt (fmap g f)
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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 f) -> Placement ps pt (fmap g f)
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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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@@ -11,9 +11,10 @@ setPS = updatePS . const
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updatePSToLevel :: Int -> (PlacementSpot -> PlacementSpot) -> Placement -> Placement
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updatePSToLevel 0 _ plmnt = plmnt
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updatePSToLevel i f (PlacementUsingPos p pl) = PlacementUsingPos p (fmap (updatePSToLevel i f) pl)
|
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updatePSToLevel i f (Placement ps pt pl) = Placement (f ps) pt (fmap (fmap (updatePSToLevel (i-1) f)) pl)
|
||||
updatePSToLevel i f (RandomPlacement rplmnt) = RandomPlacement $ fmap (updatePSToLevel i f) rplmnt
|
||||
updatePSToLevel i f plmnt = case plmnt of
|
||||
PlacementUsingPos p pl -> PlacementUsingPos p (fmap (updatePSToLevel i f) pl)
|
||||
Placement ps pt pl -> Placement (f ps) pt (fmap (fmap (updatePSToLevel (i-1) f)) pl)
|
||||
RandomPlacement rplmnt -> RandomPlacement $ fmap (updatePSToLevel i f) rplmnt
|
||||
|
||||
setLocalPS :: PlacementSpot -> Placement -> Placement
|
||||
setLocalPS ps (Placement _ pt f) = Placement ps pt f
|
||||
@@ -21,6 +22,7 @@ setLocalPS ps (RandomPlacement rplmnt) = RandomPlacement (fmap (setLocalPS ps) r
|
||||
setLocalPS _ plmnt = plmnt
|
||||
|
||||
updatePS :: (PlacementSpot -> PlacementSpot) -> Placement -> Placement
|
||||
updatePS f (Placement ps pt iplmnt) = Placement (f ps) pt ((fmap . fmap $ updatePS f) iplmnt)
|
||||
updatePS f (PlacementUsingPos p plmnt) = PlacementUsingPos p (fmap (updatePS f) plmnt)
|
||||
updatePS f (RandomPlacement rplmnt) = RandomPlacement (fmap (updatePS f) rplmnt)
|
||||
updatePS f pl' = case pl' of
|
||||
Placement ps pt ipl -> Placement (f ps) pt $ (fmap . fmap $ updatePS f) ipl
|
||||
PlacementUsingPos p pl -> PlacementUsingPos p (fmap (updatePS f) pl)
|
||||
RandomPlacement rpl -> RandomPlacement (fmap (updatePS f) rpl)
|
||||
|
||||
@@ -5,6 +5,7 @@ module Dodge.Room.Data
|
||||
import Dodge.LevelGen.Data
|
||||
import Geometry.Data
|
||||
import Data.Tile
|
||||
import Dodge.Data
|
||||
|
||||
import Control.Monad.State
|
||||
import System.Random
|
||||
@@ -22,17 +23,19 @@ assigning no bounds will allow rooms to overlap.
|
||||
data Room = Room
|
||||
{ _rmPolys :: [ [Point2] ]
|
||||
, _rmLinks :: [(Point2,Float)]
|
||||
, _rmUsedLinks :: [RoomPos]
|
||||
, _rmPos :: [RoomPos]
|
||||
, _rmPath :: [(Point2, Point2)]
|
||||
, _rmPmnts :: [Placement]
|
||||
, _rmLabelledPmnts :: IM.IntMap Placement
|
||||
, _rmPartialPmnts :: IM.IntMap (Int -> Placement)
|
||||
, _rmTriggers :: IM.IntMap (World -> Bool)
|
||||
, _rmTriggerPmnts :: IM.IntMap ((World -> Bool) -> Placement)
|
||||
, _rmBound :: [ [Point2] ]
|
||||
, _rmFloor :: [Tile]
|
||||
, _rmName :: String
|
||||
, _rmShift :: (Point2, Float)
|
||||
, _rmViewpoints :: [Point2]
|
||||
, _rmRandPSs :: [State StdGen (Point2,Float)]
|
||||
, _rmLabel :: Maybe Int
|
||||
, _rmTakeFrom :: Maybe Int
|
||||
}
|
||||
data RoomPos
|
||||
= OutLink Int Point2 Float
|
||||
|
||||
+23
-6
@@ -1,12 +1,13 @@
|
||||
{-
|
||||
Rooms that connect other rooms, blocking sight.
|
||||
-}
|
||||
{- Rooms that connect other rooms, blocking sight. -}
|
||||
module Dodge.Room.Door
|
||||
where
|
||||
import Geometry
|
||||
import Dodge.Room.Data
|
||||
import Dodge.Default.Room
|
||||
import Dodge.Placements
|
||||
import Color
|
||||
|
||||
import qualified Data.IntMap.Strict as IM
|
||||
|
||||
door :: Room
|
||||
door = defaultRoom
|
||||
@@ -17,8 +18,24 @@ door = defaultRoom
|
||||
, _rmPmnts = [putAutoDoor (V2 0 20) (V2 40 20)]
|
||||
-- note no bounds
|
||||
}
|
||||
where lnks = [(V2 20 35,0)
|
||||
,(V2 20 5,pi)
|
||||
]
|
||||
where
|
||||
lnks = [(V2 20 35,0)
|
||||
,(V2 20 5,pi)
|
||||
]
|
||||
|
||||
|
||||
switchDoor :: Room
|
||||
switchDoor = defaultRoom
|
||||
{ _rmPolys = [rectNSWE 40 0 0 40]
|
||||
, _rmLinks = lnks
|
||||
, _rmPath = [(V2 20 35,V2 20 5)]
|
||||
-- door extends into side walls (for shadows as rendered 12/03)
|
||||
, _rmTriggerPmnts = IM.fromList
|
||||
[(0,\cond -> putDoubleDoor False red cond (V2 0 20) (V2 40 20) 2)]
|
||||
-- note no bounds
|
||||
}
|
||||
where
|
||||
lnks = [(V2 20 35,0)
|
||||
,(V2 20 5,pi)
|
||||
]
|
||||
|
||||
|
||||
@@ -1,10 +1,8 @@
|
||||
{-
|
||||
Concerns link pairs of rooms.
|
||||
{- Concerns link pairs of rooms.
|
||||
Link pairs determine where rooms can attach to each other; each pair consists
|
||||
of a position and a rotation.
|
||||
The last link in the list is considered the incoming link, the other links are
|
||||
the outgoing links.
|
||||
-}
|
||||
the outgoing links. -}
|
||||
module Dodge.Room.Link
|
||||
( shiftRoomToLink
|
||||
, shiftRoomBy
|
||||
@@ -111,5 +109,5 @@ setLastLinkToUsed :: Room -> Room
|
||||
setLastLinkToUsed rm = case _rmLinks rm of
|
||||
(_:_) -> rm
|
||||
& rmLinks %~ init
|
||||
& rmUsedLinks %~ (uncurry InLink (last (_rmLinks rm)) :)
|
||||
& rmPos %~ (uncurry InLink (last (_rmLinks rm)) :)
|
||||
_ -> rm
|
||||
|
||||
Reference in New Issue
Block a user