Improvements to rooms and view distances
This commit is contained in:
@@ -386,7 +386,6 @@ data Targeting
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, _tgDraw :: Int -> Item -> Creature -> World -> Picture
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, _tgID :: Maybe Int
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, _tgActive :: Bool
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, _tgPoints :: [Point2]
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}
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data ModuleSlot
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= ModBullet
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+1
-1
@@ -34,7 +34,7 @@ import System.Random
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initialAnoTree :: RandomGen g => Tree [Annotation g]
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initialAnoTree = padSucWithCorridors $ treeFromTrunk
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[[AnoApplyInt 0 startRoom]
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, [SpecificRoom $ fmap (return . PassDown) longRoom]
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-- , [SpecificRoom $ fmap (return . PassDown) longRoom]
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, [PassthroughLockKeyLists 2 lockRoomKeyItems itemRooms]
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, [SpecificRoom randomChallenges]
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, [AnoApplyInt 1 lasSensorTurretTest]
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@@ -57,23 +57,21 @@ defaultTargeting = TargetingOnHeld
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, _tgDraw = \_ _ _ _ -> mempty
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, _tgID = Nothing
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, _tgActive = False
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, _tgPoints = []
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}
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targetLaser :: Targeting
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targetLaser = defaultTargeting
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& tgUpdate .~ targetLaserUpdate
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& tgDraw .~ targetLaserDraw
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targetRBPress :: Targeting
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targetRBPress = defaultTargeting
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& tgUpdate .~ targetRBPressUpdate
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& tgUpdate .~ targetUpdateWith targetRBPressUpdate
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& tgDraw .~ targetSimpleDraw
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targetRBCreature :: Targeting
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targetRBCreature = defaultTargeting
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& tgUpdate .~ targetRBCreatureUpdate
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& tgUpdate .~ targetUpdateWith targetRBCreatureUpdate
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& tgDraw .~ targetRBCreatureDraw
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targetCursor :: Targeting
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targetCursor = defaultTargeting
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& tgUpdate .~ targetCursorUpdate
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& tgUpdate .~ targetUpdateWith targetCursorUpdate
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& tgDraw .~ targetSimpleDraw
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targetSimpleDraw :: Int -> Item -> Creature -> World -> Picture
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targetSimpleDraw _ it _ w = fromMaybe mempty $ do
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@@ -101,31 +99,32 @@ targetRBCreatureDraw _ it _ w = fromMaybe mempty $ do
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thecolor | _tgActive $ _itTargeting it = red
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| otherwise = blue
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targetCursorUpdate :: Item -> Creature -> World -> Targeting -> (World,Targeting)
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targetCursorUpdate _ _ w t
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| SDL.ButtonRight `S.member` _mouseButtons w = (,) w $ t
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targetUpdateWith :: (World -> Targeting -> Targeting)
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-> Item -> Creature -> World -> Targeting -> (World,Targeting)
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targetUpdateWith f _ _ w t = (w, f w t)
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targetCursorUpdate :: World -> Targeting -> Targeting
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targetCursorUpdate w t
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| SDL.ButtonRight `S.member` _mouseButtons w = t
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& tgPos . _Just .~ mouseWorldPos w
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& tgActive .~ True
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| otherwise = (,) w $ t & tgPos %~ const Nothing
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| otherwise = t & tgPos %~ const Nothing
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& tgActive .~ False
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targetRBPressUpdate :: Item -> Creature -> World -> Targeting -> (World,Targeting)
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targetRBPressUpdate _ _ w t
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| SDL.ButtonRight `S.member` _mouseButtons w = (w,t
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targetRBPressUpdate :: World -> Targeting -> Targeting
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targetRBPressUpdate w t
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| SDL.ButtonRight `S.member` _mouseButtons w = t
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& tgPos %~ maybe (Just $ mouseWorldPos w) Just
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& tgActive .~ True
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)
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| otherwise = (w,t & tgPos %~ const Nothing
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| otherwise = t & tgPos %~ const Nothing
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& tgActive .~ False
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)
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targetRBCreatureUpdate :: Item -> Creature -> World -> Targeting -> (World,Targeting)
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targetRBCreatureUpdate _ _ w t
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targetRBCreatureUpdate :: World -> Targeting -> Targeting
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targetRBCreatureUpdate w t
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| SDL.ButtonRight `S.member` _mouseButtons w && isJust (t ^? tgID . _Just)
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= (w,t & updatePos
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= t & updatePos
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& tgActive .~ True
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)
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| otherwise = (,) w $ t & tgID .~ fmap _crID (creatureNearPointI 3 mwp w)
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| otherwise = t & tgID .~ fmap _crID (creatureNearPointI 3 mwp w)
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& updatePos
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& tgActive .~ False
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where
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@@ -134,31 +133,13 @@ targetRBCreatureUpdate _ _ w t
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posFromMaybeID Nothing = Nothing
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posFromMaybeID (Just i) = w ^? creatures . ix i . crPos
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targetLaserDraw :: Int -> Item -> Creature -> World -> Picture
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targetLaserDraw _ it _ _ = mempty
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-- fromMaybe mempty $ do
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-- ps <- it ^? itTargeting . tgPoints
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-- return $ setLayer 1 $ pictures
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-- [ setDepth 19 . color (brightX 0 0.5 col) $ thickLine 5 ps
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-- , setDepth 19.5 . color (brightX 5 1 col) $ thickLine 1 ps
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-- ]
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-- where
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-- wpammo = _itConsumption it
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-- reloadFrac
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-- | _ammoLoaded wpammo == 0 = 1
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-- | otherwise = case _reloadState wpammo of
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-- Just' rs -> fromIntegral rs / fromIntegral (_reloadTime wpammo)
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-- Nothing' -> 1
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-- col = mixColors reloadFrac (1-reloadFrac) red green
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targetLaserUpdate :: Item -> Creature -> World -> Targeting -> (World,Targeting)
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targetLaserUpdate _ cr w t
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targetLaserUpdate it cr w t
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| crIsAiming cr = (addLaserPic w,t
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& tgPos .~ fmap fst mp
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& tgPoints .~ sp:ps
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& tgActive .~ True
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)
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| otherwise = (w,t & tgPos %~ const Nothing
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& tgPoints .~ []
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& tgActive .~ False
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)
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where
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@@ -167,8 +148,15 @@ targetLaserUpdate _ cr w t
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ep = sp +.+ 5000 *.* normalizeV (mouseWorldPos w -.- sp)
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addLaserPic = instantParticles .:~ Particle
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{ _ptDraw = const $ setLayer 1 $ pictures
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[ setDepth 19 . color (brightX 0 0.5 red) $ thickLine 5 (sp:ps)
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, setDepth 19.5 . color (brightX 5 1 red) $ thickLine 1 (sp:ps)
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[ setDepth 19 . color (brightX 0 0.5 col) $ thickLine 5 (sp:ps)
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, setDepth 19.5 . color (brightX 5 1 col) $ thickLine 1 (sp:ps)
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]
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, _ptUpdate = ptSimpleTime 1
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}
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wpammo = _itConsumption it
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reloadFrac
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| _ammoLoaded wpammo == 0 = 1
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| otherwise = case _reloadState wpammo of
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Just' rs -> fromIntegral rs / fromIntegral (_reloadTime wpammo)
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Nothing' -> 1
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col = mixColors reloadFrac (1-reloadFrac) blue red
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+7
-4
@@ -201,7 +201,8 @@ gameRoomsFromRooms = fmap gameRoomFromRoom
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gameRoomFromRoom :: Room -> GameRoom
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gameRoomFromRoom rm = GameRoom
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{ _grViewpoints = map doshift $ _rmViewpoints rm ++ (map fst . foldl' (flip cutWalls) [] $ _rmPolys rm)
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, _grViewpointsEx = concatMap unpos (_rmPos rm)
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++ mapMaybe filterUnusedLinks (_rmPos rm)
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, _grViewpointsEx = concatMap filterUsedLinks (_rmPos rm)
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, _grBound = map doshift $ expandPolyCorners 50 . convexHullSafe . nubBy closePoints
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. concat $ _rmBound rm ++ _rmPolys rm
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, _grDir = getDir $ _rmPos rm
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@@ -214,9 +215,11 @@ gameRoomFromRoom rm = GameRoom
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[p +.+ 10 *.* unitVectorAtAngle a
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,p -.- 10 *.* unitVectorAtAngle a
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]
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unpos (UsedOutLink _ _ p a) = doubleShift p a
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unpos (UsedInLink _ p a) = doubleShift p a
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unpos _ = []
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filterUnusedLinks (UnusedLink p _) = Just p
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filterUnusedLinks _ = Nothing
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filterUsedLinks (UsedOutLink _ _ p a) = doubleShift p a
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filterUsedLinks (UsedInLink _ p a) = doubleShift p a
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filterUsedLinks _ = []
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undir (UsedOutLink _ _ _ a) = Just $ 0.5*pi + a + snd (_rmShift rm)
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undir (UsedInLink _ _ a) = Just $ 0.5*pi + a + snd (_rmShift rm)
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undir _ = Nothing
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@@ -6,6 +6,7 @@ import Dodge.Room
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import Dodge.RandomHelp
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import Dodge.Creature
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import Dodge.Item.Craftable
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import Dodge.Item.Weapon.BulletGun.Rod
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--import Dodge.Item.Equipment
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import System.Random
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@@ -15,7 +16,7 @@ lockRoomKeyItems :: RandomGen g => [ (Int -> State g (SubCompTree Room) , State
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lockRoomKeyItems =
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[(lasCenSensEdge, takeOne [LAUNCHER,LASGUN,SPARKGUN,FLATSHIELD] )
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,(const slowDoorRoomRunPast, return MINIGUN)
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-- ,(longRoom or something, [sniper])
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,(const longRoomRunPast, takeOne [SNIPERRIFLE,FLATSHIELD])
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]
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itemRooms :: RandomGen g => [(CombineType, State g (SubCompTree Room))]
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@@ -39,6 +40,10 @@ itemRooms =
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,roomsContaining $ map makeTypeCraft [DRUM,DRUM,PLATE]
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]
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)
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, (SNIPERRIFLE , join $ takeOne
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[roomsContaining [sniperRifle]
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]
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)
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]
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roomsContaining :: RandomGen g => [Item] -> State g (SubCompTree Room)
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@@ -27,6 +27,15 @@ unusedSpotAwayFromInLink x = PSPos f (const id) Nothing
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where
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inlinkposs = usedRoomInLinkPoss r
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unusedSpotNearInLink :: Float -> PlacementSpot
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unusedSpotNearInLink x = PSPos f (const id) Nothing
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where
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f rp r = case rp of
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UnusedSpot p a | any ( (<x) . dist p ) inlinkposs -> Just (PS p a,UsedSpot p a)
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_ -> Nothing
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where
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inlinkposs = usedRoomInLinkPoss r
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usedRoomInLinkPoss :: Room -> [Point2]
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usedRoomInLinkPoss r = mapMaybe f $ _rmPos r
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where
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@@ -11,6 +11,7 @@ module Dodge.Room
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, module Dodge.Room.Door
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, module Dodge.Room.Airlock
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, module Dodge.Room.LongDoor
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, module Dodge.Room.LongRoom
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, module Dodge.Room.Branch
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, module Dodge.Room.Teleport
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, module Dodge.Room.Start
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@@ -33,3 +34,4 @@ import Dodge.Room.Link
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import Dodge.Room.Door
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import Dodge.Room.Airlock
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import Dodge.Room.LongDoor
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import Dodge.Room.LongRoom
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+11
-16
@@ -21,11 +21,11 @@ import Dodge.Creature
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import Dodge.LightSource
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import Picture
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import Geometry
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import LensHelp
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import qualified Data.Set as S
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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 Data.Tree
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import qualified Data.IntMap as IM
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@@ -95,14 +95,12 @@ southPillarsRoom x y h = do
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addSouthPillars :: RandomGen g => Float -> Float -> Room -> State g Room
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addSouthPillars x h r = do
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let pillarsa = []
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pillarsb = putBlockRect (x/5-20) (x/5+20) (h/2-20) (h/2+20)
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++ putBlockRect (2*x/5-20) (2*x/5+20) (h/2-20) (h/2+20)
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++ putBlockRect (3*x/5-20) (3*x/5+20) (h/2-20) (h/2+20)
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++ putBlockRect (4*x/5-20) (4*x/5+20) (h/2-20) (h/2+20)
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pillarsb = concat [putBlockRect (i*x/5-20) (i*x/5+20) (h/2-20) (h/2+20)
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| i <- map fromIntegral [1..4::Int]]
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pillarsc = putBlockRect (x/3-20) (x/3+20) (h/2-20) (h/2+20)
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++ putBlockRect (2*x/3-20) (2*x/3+20) (h/2-20) (h/2+20)
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pillars <- takeOne [pillarsa, pillarsb, pillarsc]
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return $ r & rmPmnts %~ (++ pillars)
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return $ r & rmPmnts .++~ pillars
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addButtonSlowDoor :: RandomGen g => Float -> Float -> Room -> State g Room
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addButtonSlowDoor x h rm = do
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@@ -111,10 +109,9 @@ addButtonSlowDoor x h rm = do
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,( V2 (x/2+50) 5,0::Float)
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]
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thePlacement <- takeOne [butDoor butPos butRot ]
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shuffleLinks $ setOutLinksPD aboveH $ setInLinksPD belowH (rm
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& rmPmnts %~ (thePlacement :)
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& rmBound %~ (openDoorBound :)
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)
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shuffleLinks $ setOutLinksPD aboveH $ setInLinksPD belowH $ rm
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& rmPmnts .:~ thePlacement
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& rmBound .:~ openDoorBound
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where
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openDoorBound = rectNSEW (h + 5) (h - 5) (-x/2) (3*x/2)
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belowH y = (sndV2 . fst) y < h - 40
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@@ -149,9 +146,7 @@ slowDoorRoom = do
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slowDoorRoomRunPast :: RandomGen g => State g (SubCompTree Room)
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slowDoorRoomRunPast = do
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r <- slowDoorRoom
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return $ treeFromTrunk [PassDown door]
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(Node (PassDown r)
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[ singleUseAll door
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, return (UseLabel 0 $ door & rmConnectsTo .~ S.singleton InLink)
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]
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)
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return $ treeFromTrunk [PassDown door] $ Node (PassDown r)
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[ singleUseAll door
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, return (UseLabel 0 $ door & rmConnectsTo .~ S.singleton InLink)
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]
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@@ -0,0 +1,60 @@
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module Dodge.Room.LongRoom where
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import Dodge.RoomLink
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import Dodge.Tree
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--import Dodge.Default.Room
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import Dodge.Default.Wall
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import Dodge.LevelGen.Data
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import Dodge.Placement.Instance
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--import Dodge.Room.Link
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import Dodge.Room.Door
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import Dodge.Room.Corridor
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import Dodge.Room.Procedural
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--import Dodge.Layout.Tree.Either
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--import Dodge.LevelGen.Data
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--import Dodge.LevelGen.Switch
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import Dodge.RandomHelp
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import Dodge.Creature.Inanimate
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import Dodge.Creature
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--import Dodge.LightSource
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--import Picture
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import Geometry
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import LensHelp
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import Data.Tile
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import qualified Data.Set as S
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import Data.Tree
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import System.Random
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import Control.Monad.State
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--import Data.Tree
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--import qualified Data.IntMap as IM
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longRoom :: RandomGen g => State g Room
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longRoom = do
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h <- state $ randomR (1500,1500)
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let w = 75
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let cond x = (sndV2 . fst) x < h - 40
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let wlsNSEWs wln wls listew = [sps0 $ PutWall (rectNSWE wln wls wallw walle) defaultCrystalWall
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| (wallw,walle) <- listew ]
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let ws = wlsNSEWs (h-35) (h-135) [(-10,10) , (15,35) , (40,60) , (65,85)]
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let wsDefense = wlsNSEWs 95 70 [(0,25) , (50,75) ]
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brlN <- state $ randomR (0,5)
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brlOffsets <- replicateM brlN $ randInRect (w-20) 900
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let brls = [ sPS (p +.+ V2 10 200) 0 $ PutCrit explosiveBarrel | p <- brlOffsets ]
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let rm = roomRect w (h+70) 1 1 & rmPolys .++~ [rectNSWE h (h-165) (-45) (w+45)]
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& rmFloor .~ InheritFloor
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return $ restrictInLinks cond $ rm & rmPmnts .~ ws ++ brls ++ wsDefense ++
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[sPS (V2 crx (h-25)) 0 $ PutCrit longCrit
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| crx <- [12.5,37.5,62.5] ] ++
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[sPS (V2 25 lampy ) 0 putLamp | lampy <- [20,h-10] ]
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longRoomRunPast :: RandomGen g => State g (SubCompTree Room)
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longRoomRunPast = do
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r <- longRoom
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return $ treeFromTrunk [PassDown door]
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(Node (PassDown r)
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[ singleUseAll door
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--, return (UseLabel 0 $ door & rmConnectsTo .~ S.singleton InLink)
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, treeFromPost [PassDown $ corridor & rmConnectsTo .~ S.singleton InLink, PassDown corridor]
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(UseLabel 0 $ door)
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]
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)
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@@ -25,6 +25,7 @@ import Dodge.Item.Random
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--import Geometry.Data
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import Geometry
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import Padding
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import LensHelp
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--import Color
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--import Shape
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@@ -32,7 +33,6 @@ import qualified Data.Set as S
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--import Data.Maybe
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import Data.Tree
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import Control.Monad.State
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import Control.Lens
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import System.Random
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rezBox :: LightSource -> Room
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@@ -90,24 +90,23 @@ rezBoxesWpCrit = do
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adddoor rm = treeFromPost [PassDown $ door & rmConnectsTo .~ S.singleton (OnEdge North)] (PassDown rm)
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crAdd :: Room -> Room
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crAdd = rmPmnts %~ (sPS (V2 20 10) (0.5*pi) randC1 :)
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crAdd = rmPmnts .:~ sPS (V2 20 10) (0.5*pi) randC1
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rezBoxes :: RandomGen g => State g (SubCompTree Room)
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rezBoxes = do
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w <- state $ randomR (100,400)
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h <- state $ randomR (40,40)
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thecol <- rezColor
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let bottomEdgeTest (V2 _ y,_) = y < 1
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dbox = treeFromPost [PassDown door] (PassDown $ rezInvBox thecol)
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centralRoom <- shuffleLinks $ setInLinksPD bottomEdgeTest
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((roomRectAutoLinks w h) {_rmPmnts = []})
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let n = length $ filter bottomEdgeTest $ map lnkPosDir $_rmLinks centralRoom
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-- let centralRoom' = restrictOutLinks bottomEdgeTest centralRoom
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let bottomEdgeTest = S.member (OnEdge South) . _rlType
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dbox = treeFromPost [PassDown $ door & rmConnectsTo .~ S.singleton (OnEdge South)]
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(PassDown $ rezInvBox thecol)
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centralRoom <- shuffleLinks $ (roomRectAutoLinks w h) {_rmPmnts = []}
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& rmLinks %~ setInLinks bottomEdgeTest
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let n = length $ filter bottomEdgeTest $_rmLinks centralRoom
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return $ treeFromTrunk [PassDown $ rezBox thecol
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, PassDown door
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]
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(Node (PassDown centralRoom) (replicate (n-1) dbox ++ [Node (UseAll door) []]))
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rezColor :: RandomGen g => State g LightSource
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rezColor = do
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+6
-27
@@ -303,15 +303,12 @@ 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]]
|
||||
critPlacementSpots <- replicateM 2 $ randDirPS $ unusedSpotAwayFromInLink 100
|
||||
let plmnts =
|
||||
sPS wpPos 0 (RandPS randFirstWeapon) :
|
||||
map (`sps` randC1) critPlacementSpots
|
||||
theRoom = roomPillars & rmPmnts %~ (++ plmnts)
|
||||
(fmap singleUseAll . randomiseOutLinks) =<< filterLinks f theRoom
|
||||
where
|
||||
f (_,a) = a == 0
|
||||
let wpPos = unusedSpotNearInLink 100
|
||||
ncrits <- state $ randomR (1,3)
|
||||
critPlacementSpots <- replicateM ncrits $ randDirPS $ unusedSpotAwayFromInLink 100
|
||||
let theRoom = roomPillars & rmPmnts .++~
|
||||
sps wpPos (RandPS randFirstWeapon) : map (`sps` randC1) critPlacementSpots
|
||||
return $ singleUseAll theRoom
|
||||
|
||||
weaponLongCorridor :: RandomGen g => State g (SubCompTree Room)
|
||||
weaponLongCorridor = do
|
||||
@@ -356,24 +353,6 @@ roomCCrits :: RandomGen g => State g Room
|
||||
roomCCrits = roomC 200 200
|
||||
<&> rmPmnts %~ (replicate 20 (spNoID (PSRoomRand 0 (uncurry PS)) randC1) ++ )
|
||||
|
||||
longRoom :: RandomGen g => State g Room
|
||||
longRoom = do
|
||||
h <- state $ randomR (1500,1500)
|
||||
let w = 75
|
||||
let cond x = (sndV2 . fst) x < h - 40
|
||||
let wlsNSEWs wln wls listew = [sps0 $ PutWall (rectNSWE wln wls wallw walle) defaultCrystalWall
|
||||
| (wallw,walle) <- listew ]
|
||||
let ws = wlsNSEWs (h-35) (h-135) [(-10,10) , (15,35) , (40,60) , (65,85)]
|
||||
let wsDefense = wlsNSEWs 95 70 [(0,25) , (50,75) ]
|
||||
brlOffsets <- replicateM 5 $ randInRect (w-20) 900
|
||||
let brls = [ sPS (p +.+ V2 10 200) 0 $ PutCrit explosiveBarrel | p <- brlOffsets ]
|
||||
let rm = roomRect w (h+70) 1 1 & rmPolys .++~ [rectNSWE h (h-165) (-45) (w+45)]
|
||||
& rmFloor .~ InheritFloor
|
||||
return $ restrictInLinks cond $ rm & rmPmnts .~ ws ++ brls ++ wsDefense ++
|
||||
[sPS (V2 crx (h-25)) 0 $ PutCrit longCrit
|
||||
| crx <- [12.5,37.5,62.5] ] ++
|
||||
[sPS (V2 25 lampy ) 0 putLamp | lampy <- [20,h-10] ]
|
||||
|
||||
doubleCorridorBarrels :: RandomGen g => State g Room
|
||||
doubleCorridorBarrels = do
|
||||
h <- state $ randomR (200,300)
|
||||
|
||||
@@ -174,6 +174,7 @@ setViewDistance :: Configuration -> World -> World
|
||||
setViewDistance cfig w = w & viewDistance
|
||||
.~ sqrt (halfWidth cfig ** 2 + halfHeight cfig ** 2) / _cameraZoom w
|
||||
|
||||
-- TODO consider adding visible/nearby creatures as view points
|
||||
farWallDist :: Point2 -> Configuration -> World -> Float
|
||||
farWallDist p cfig w = (winFac /) . min maxViewDistance $ ssfold (> maxViewDistance) findMax 1 vps
|
||||
where
|
||||
|
||||
Reference in New Issue
Block a user