Random tree structure generation of rooms
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module Dodge.Room.Link
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where
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import Dodge.LevelGen
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import Dodge.LevelGen.Data
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import Dodge.Room.Data
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import Dodge.RandomHelp
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import Geometry
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import System.Random
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import Control.Monad.State
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import Control.Lens
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import Data.List (delete)
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randLinks :: RandomGen g => Room -> State g Room
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randLinks r = do
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newLinks <- shuffle $ init $ _rmLinks r
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return $ r {_rmLinks = newLinks ++ [last $ _rmLinks r]}
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filterLinks :: RandomGen g => ((Point2,Float) -> Bool) -> Room -> State g Room
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filterLinks cond r = do
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newLinks <- shuffle $ filter cond $ init $ _rmLinks r
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return $ r {_rmLinks = newLinks ++ [last $ _rmLinks r]}
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changeLinkTo :: RandomGen g => ((Point2,Float) -> Bool) -> Room -> State g Room
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changeLinkTo cond r = do
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l <- takeOne $ filter cond $ _rmLinks r
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let newLinks = delete l (_rmLinks r) ++ [l]
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return $ r {_rmLinks = newLinks}
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{- | Move a room so that the last link in '_rmLinks' lines up to
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an external point and direction.
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This is intended to work when the external point is an outgoing link from another room.
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-}
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shiftRoomToLink :: (Point2,Float) -> Room -> Room
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shiftRoomToLink l r
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= shiftRoomBy l
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. shiftRoomBy ((0,0) -.- (rotateV (pi-a) p),0)
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$ shiftRoomBy ((0,0),pi-a) r
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where
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(p,a) = last $ _rmLinks r
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shiftRoomBy :: (Point2,Float) -> Room -> Room
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shiftRoomBy shift@(pos,rot) r =
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over rmPolys (fmap (map (shiftPointBy shift)))
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$ over rmLinks (fmap (shiftLinkBy shift))
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$ over rmPath (map (shiftPathPointBy shift))
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$ over rmPS (fmap (shiftPSBy shift))
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$ over rmBound (map (shiftPointBy shift))
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r
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shiftLinkBy (pos,rot) (p,r) = (shiftPointBy (pos,rot) p, r + rot)
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shiftPSBy (pos,rot) ps = case ps of
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PS {} -> over psPos (shiftPointBy (pos,rot))
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$ over psRot (+rot)
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ps
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shiftPathPointBy s (p1,p2) = (shiftPointBy s p1, shiftPointBy s p2)
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