Improvements to rooms and view distances

This commit is contained in:
2022-03-07 09:16:16 +00:00
parent 1364e7c8c8
commit 81830d87a3
12 changed files with 140 additions and 100 deletions
+11 -16
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@@ -21,11 +21,11 @@ import Dodge.Creature
import Dodge.LightSource
import Picture
import Geometry
import LensHelp
import qualified Data.Set as S
import Data.Tree
import System.Random
import Control.Lens
import Control.Monad.State
--import Data.Tree
import qualified Data.IntMap as IM
@@ -95,14 +95,12 @@ southPillarsRoom x y h = do
addSouthPillars :: RandomGen g => Float -> Float -> Room -> State g Room
addSouthPillars x h r = do
let pillarsa = []
pillarsb = putBlockRect (x/5-20) (x/5+20) (h/2-20) (h/2+20)
++ putBlockRect (2*x/5-20) (2*x/5+20) (h/2-20) (h/2+20)
++ putBlockRect (3*x/5-20) (3*x/5+20) (h/2-20) (h/2+20)
++ putBlockRect (4*x/5-20) (4*x/5+20) (h/2-20) (h/2+20)
pillarsb = concat [putBlockRect (i*x/5-20) (i*x/5+20) (h/2-20) (h/2+20)
| i <- map fromIntegral [1..4::Int]]
pillarsc = putBlockRect (x/3-20) (x/3+20) (h/2-20) (h/2+20)
++ putBlockRect (2*x/3-20) (2*x/3+20) (h/2-20) (h/2+20)
pillars <- takeOne [pillarsa, pillarsb, pillarsc]
return $ r & rmPmnts %~ (++ pillars)
return $ r & rmPmnts .++~ pillars
addButtonSlowDoor :: RandomGen g => Float -> Float -> Room -> State g Room
addButtonSlowDoor x h rm = do
@@ -111,10 +109,9 @@ addButtonSlowDoor x h rm = do
,( V2 (x/2+50) 5,0::Float)
]
thePlacement <- takeOne [butDoor butPos butRot ]
shuffleLinks $ setOutLinksPD aboveH $ setInLinksPD belowH (rm
& rmPmnts %~ (thePlacement :)
& rmBound %~ (openDoorBound :)
)
shuffleLinks $ setOutLinksPD aboveH $ setInLinksPD belowH $ rm
& rmPmnts .:~ thePlacement
& rmBound .:~ openDoorBound
where
openDoorBound = rectNSEW (h + 5) (h - 5) (-x/2) (3*x/2)
belowH y = (sndV2 . fst) y < h - 40
@@ -149,9 +146,7 @@ slowDoorRoom = do
slowDoorRoomRunPast :: RandomGen g => State g (SubCompTree Room)
slowDoorRoomRunPast = do
r <- slowDoorRoom
return $ treeFromTrunk [PassDown door]
(Node (PassDown r)
[ singleUseAll door
, return (UseLabel 0 $ door & rmConnectsTo .~ S.singleton InLink)
]
)
return $ treeFromTrunk [PassDown door] $ Node (PassDown r)
[ singleUseAll door
, return (UseLabel 0 $ door & rmConnectsTo .~ S.singleton InLink)
]
+60
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@@ -0,0 +1,60 @@
module Dodge.Room.LongRoom where
import Dodge.RoomLink
import Dodge.Tree
--import Dodge.Default.Room
import Dodge.Default.Wall
import Dodge.LevelGen.Data
import Dodge.Placement.Instance
--import Dodge.Room.Link
import Dodge.Room.Door
import Dodge.Room.Corridor
import Dodge.Room.Procedural
--import Dodge.Layout.Tree.Either
--import Dodge.LevelGen.Data
--import Dodge.LevelGen.Switch
import Dodge.RandomHelp
import Dodge.Creature.Inanimate
import Dodge.Creature
--import Dodge.LightSource
--import Picture
import Geometry
import LensHelp
import Data.Tile
import qualified Data.Set as S
import Data.Tree
import System.Random
import Control.Monad.State
--import Data.Tree
--import qualified Data.IntMap as IM
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) ]
brlN <- state $ randomR (0,5)
brlOffsets <- replicateM brlN $ 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] ]
longRoomRunPast :: RandomGen g => State g (SubCompTree Room)
longRoomRunPast = do
r <- longRoom
return $ treeFromTrunk [PassDown door]
(Node (PassDown r)
[ singleUseAll door
--, return (UseLabel 0 $ door & rmConnectsTo .~ S.singleton InLink)
, treeFromPost [PassDown $ corridor & rmConnectsTo .~ S.singleton InLink, PassDown corridor]
(UseLabel 0 $ door)
]
)
+8 -9
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@@ -25,6 +25,7 @@ import Dodge.Item.Random
--import Geometry.Data
import Geometry
import Padding
import LensHelp
--import Color
--import Shape
@@ -32,7 +33,6 @@ import qualified Data.Set as S
--import Data.Maybe
import Data.Tree
import Control.Monad.State
import Control.Lens
import System.Random
rezBox :: LightSource -> Room
@@ -90,24 +90,23 @@ rezBoxesWpCrit = do
adddoor rm = treeFromPost [PassDown $ door & rmConnectsTo .~ S.singleton (OnEdge North)] (PassDown rm)
crAdd :: Room -> Room
crAdd = rmPmnts %~ (sPS (V2 20 10) (0.5*pi) randC1 :)
crAdd = rmPmnts .:~ sPS (V2 20 10) (0.5*pi) randC1
rezBoxes :: RandomGen g => State g (SubCompTree Room)
rezBoxes = do
w <- state $ randomR (100,400)
h <- state $ randomR (40,40)
thecol <- rezColor
let bottomEdgeTest (V2 _ y,_) = y < 1
dbox = treeFromPost [PassDown door] (PassDown $ rezInvBox thecol)
centralRoom <- shuffleLinks $ setInLinksPD bottomEdgeTest
((roomRectAutoLinks w h) {_rmPmnts = []})
let n = length $ filter bottomEdgeTest $ map lnkPosDir $_rmLinks centralRoom
-- let centralRoom' = restrictOutLinks bottomEdgeTest centralRoom
let bottomEdgeTest = S.member (OnEdge South) . _rlType
dbox = treeFromPost [PassDown $ door & rmConnectsTo .~ S.singleton (OnEdge South)]
(PassDown $ rezInvBox thecol)
centralRoom <- shuffleLinks $ (roomRectAutoLinks w h) {_rmPmnts = []}
& rmLinks %~ setInLinks bottomEdgeTest
let n = length $ filter bottomEdgeTest $_rmLinks centralRoom
return $ treeFromTrunk [PassDown $ rezBox thecol
, PassDown door
]
(Node (PassDown centralRoom) (replicate (n-1) dbox ++ [Node (UseAll door) []]))
rezColor :: RandomGen g => State g LightSource
rezColor = do
+6 -27
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@@ -303,15 +303,12 @@ weaponBehindPillar = do
weaponBetweenPillars :: RandomGen g => State g (SubCompTree Room)
weaponBetweenPillars = do
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)