Nub close points for game room boundaries

This commit is contained in:
2021-10-04 09:39:18 +01:00
parent df9a8ea242
commit c8e08d903e
8 changed files with 67 additions and 95 deletions
+3 -3
View File
@@ -66,7 +66,7 @@ shiftRoomBy :: (Point2,Float) -> Room -> Room
shiftRoomBy shift r = r
& rmPolys %~ fmap (map (shiftPointBy shift))
& rmLinks %~ fmap (shiftLinkBy shift)
& rmPath %~ map (shiftPathPointBy shift)
& rmPath %~ map (shiftPathBy shift)
& rmBound %~ fmap (map (shiftPointBy shift))
& rmShift %~ shiftLinkBy shift
& rmFloor %~ map
@@ -82,8 +82,8 @@ shiftLinkBy
-> (Point2,Float)
shiftLinkBy (pos,rot) (p,r) = (shiftPointBy (pos,rot) p, r + rot)
shiftPathPointBy
shiftPathBy
:: (Point2,Float)
-> (Point2,Point2)
-> (Point2,Point2)
shiftPathPointBy s (p1,p2) = (shiftPointBy s p1, shiftPointBy s p2)
shiftPathBy s (p1,p2) = (shiftPointBy s p1, shiftPointBy s p2)
+26 -53
View File
@@ -69,51 +69,35 @@ roomRect x y xn yn = defaultRoom
{- Creates a rectangular room, automatically creates links and pathfinding graph at a sensible size. -}
roomRectAutoLinks :: Float -> Float -> Room
roomRectAutoLinks x y = roomRect x y ((ceiling x - 40) `div` 60) ((ceiling y - 40) `div` 60)
{- Combines two rooms into one room.
Combines into one big bound, concatenates the rest. -}
combineRooms :: Room -> Room -> Room
combineRooms r r' = defaultRoom
{ _rmPolys = _rmPolys r ++ _rmPolys r'
, _rmLinks = _rmLinks r ++ _rmLinks r'
, _rmPath = _rmPath r ++ _rmPath r'
, _rmPath = map (shiftPathBy $ _rmShift r) (_rmPath r )
++ map (shiftPathBy $ _rmShift r') (_rmPath r')
, _rmPS = map (shiftPlacement $ _rmShift r) (_rmPS r)
++ map (shiftPlacement $ _rmShift r') (_rmPS r')
, _rmBound = _rmBound r ++ _rmBound r'
, _rmFloor = _rmFloor r ++ _rmFloor r'
, _rmShift = (V2 0 0 , 0)
}
--{- The top fourth of a room of a given height. -}
--fourth
-- :: Float -- ^ Distance from center of room to top edge
-- -> Room
--fourth w = Room
-- { _rmPolys = [ [(0,0),(w,w),(-w,w)] ]
-- , _rmLinks = [((0,w), 0)]
-- , _rmPath = [((0,w),(0,0)),((0,0),(0,w))]
-- , _rmPS =
-- [sPS (0,w/2) 0 putLamp
-- ]
-- , _rmBound = [[(0,0),(w,w),(-w,w)]]
-- }
{- Randomly generate a top fourth of a room possibly with a wall.
Add a light and a 'PutNothing' placement. -}
fourthWall :: RandomGen g => Float -> State g Room
fourthWall w = do
quarterRoomFlat :: RandomGen g => Float -> State g Room
quarterRoomFlat w = do
b <- takeOne
[ [ sPS (V2 (20-w) (w-40)) 0 putLamp
, sPS (V2 0 40) 0 putLamp
[ [ mountedLightV (V2 0 w) (V3 0 (w-20) 70)
, mountedLight (V2 (w-20) w) (V3 (w-20) (w-20) 70)
, sPS (V2 (w-20) (w-20)) pi PutNothing
, blockLine (V2 (w/2) (w/2)) (V2 (w/2) w)
]
, [ sPS (V2 (20-w) (w-40)) 0 putLamp
, sPS (V2 0 40) 0 putLamp
, [ mountedLight (V2 (w-20) w) (V3 (w-20) (w-20) 70)
, sPS (V2 (w-20) (w-20)) pi PutNothing
, blockLine (V2 (w/2) (w/2)) (V2 (negate $ w/2) (w/2))
]
, [ sPS (V2 (20-w) (w-40)) 0 putLamp
, sPS (V2 0 20) 0 putLamp
, [ mountedLight (V2 (w-20) w) (V3 (w-20) (w-20) 70)
, sPS (V2 (w-20) (w-20)) pi PutNothing
, blockLine (V2 (w/2) (w/2)) (V2 0 (w/2))
, blockLine (V2 (-29) w) (V2 0 (w/2))
@@ -130,27 +114,20 @@ fourthWall w = do
fourthCornerWall :: RandomGen g => Float -> State g Room
fourthCornerWall w = do
b <- takeOne
[ [ sPS (V2 (10-w) w) 0 putLamp
, sPS (V2 (w-10) w) 0 putLamp
, sPS (V2 0 10) 0 putLamp
, sPS (V2 0 (2*w-20)) pi PutNothing
[ [ mountedLightV (V2 0 (2*w-20)) (V3 0 (2*w-40) 70)
, blockLine (V2 (w/2) (w/2)) (V2 0 w)
, blockLine (V2 (negate $ w/2) (w/2)) (V2 0 w)
, sPS (V2 20 (2*w-40)) pi PutNothing
]
, [ sPS (V2 0 (3*w/2)) 0 putLamp
, sPS (V2 (w-10) w) 0 putLamp
, sPS (V2 (10-w) (w-20) ) 0 putLamp
, sPS (V2 0 10 ) 0 putLamp
, sPS (V2 0 (2*w-20)) pi PutNothing
, [ mountedLightV (V2 0 (2*w-20)) (V3 0 (2*w-40) 70)
, blockLine (V2 (w/2) (w/2)) (V2 0 w)
, blockLine (V2 (negate w) w ) (V2 0 w)
]
, [ sPS (V2 (10-w) w ) 0 putLamp
, sPS (V2 (w-10) w ) 0 putLamp
, sPS (V2 0 10 ) 0 putLamp
, sPS (V2 20 (2*w-40)) pi PutNothing
]
, [ mountedLight (V2 (0.7*w) (1.3*w)) (V3 (0.7*w-20) (1.3*w-20) 70)
, blockLine (V2 (w/2) (w/2)) (V2 0 w)
, blockLine (V2 0 w) (V2 0 (w*2))
, sPS (V2 20 (2*w-40)) pi PutNothing
]
]
pure $ defaultRoom
@@ -159,7 +136,9 @@ fourthCornerWall w = do
[(V2 (w/2) (3*w/2), negate $ pi/4)
,(V2 (negate $ w/2) (3*w/2), pi/4)
]
, _rmPath = [(V2 0 w,V2 0 0),(V2 0 0,V2 0 w)]
, _rmPath = [(V2 0 0,V2 w 0)
,(V2 0 0,V2 w w)
]
, _rmPS = b
, _rmBound = [map toV2 [(w,w),(0,2*w),(-w,w)]]
}
@@ -185,7 +164,7 @@ shufflePlacements r = do
Tight corridors, random placements. -}
randomFourCornerRoom :: RandomGen g => State g Room
randomFourCornerRoom = do
corners <- replicateM 4 . join $ takeOne [fourthWall 100, fourthCornerWall 100]
corners <- replicateM 4 . join $ takeOne [quarterRoomFlat 100, fourthCornerWall 100]
nItms <- state $ randomR (1,2)
itms <- takeN nItms $ fmap PutFlIt $ [autoRadar,autoSonar,remoteLauncher,jetPack,blinkGun] ++ replicate 5 (medkit 500)
nCrits <- state $ randomR (1,3)
@@ -193,11 +172,11 @@ randomFourCornerRoom = do
++ replicate 20 chaseCrit
randomiseAllLinks . fillNothingPlacements (crits ++ itms) =<<
( shufflePlacements
. over rmPS ( sps0 putLamp :)
. foldr1 combineRooms
$ zipWith (\r a -> shiftRoomBy (V2 0 0,a) r) corners [0,pi/2,pi,3*pi/2]
)
{- | Creates room with a central vault with doors around it.
-}
{- | Creates room with a central vault with doors around it. -}
centerVaultRoom
:: Float -- ^ Width
-> Float -- ^ Height
@@ -214,20 +193,16 @@ centerVaultRoom w h d = do
]
, _rmPath = []
, _rmPS =
[sps0 $ PutWall (rectNSEW ( d) (d - 30) ( d) (d - 30)) defaultWall
,sps0 $ PutWall (rectNSEW ( d) (d - 30) (-d) (30 - d)) defaultWall
,sps0 $ PutWall (rectNSEW (-d) (30 - d) ( d) (d - 30)) defaultWall
[sps0 $ PutWall (rectNSEW d (d - 30) d (d - 30)) defaultWall
,sps0 $ PutWall (rectNSEW d (d - 30) (-d) (30 - d)) defaultWall
,sps0 $ PutWall (rectNSEW (-d) (30 - d) d (d - 30)) defaultWall
,sps0 $ PutWall (rectNSEW (-d) (30 - d) (-d) (30 - d)) defaultWall
-- ,sps0 $ PutForeground $ girder 55 10 10 (V2 (-w) (h/2)) (V2 w (h/2))
,sps0 $ PutForeground $ girder 70 10 10 (V2 (d-11) (-d)) (V2 (d-11) (-h))
-- ,mountedLight (V2 (-w) (h/2-20)) (V3 (20-w) (h/2-20) 70)
-- ,mountedLight (V2 w (h/2-20)) (V3 (w-20) (h/2-20) 70)
-- ,mountedLightV (V2 0 (d-20)) (V3 0 0 70)
]
++ map (\a -> mountedLightV (rotateV a $ V2 0 d) (rotate3z a $ V3 0 (d+30) 70))
[0,0.5*pi,pi,1.5*pi]
++ concat (map (\r -> map (shiftPlacement (V2 0 0,r)) $ theDoor)
[0,pi/2,pi,3*pi/2])
++ concatMap (\r -> map (shiftPlacement (V2 0 0,r)) theDoor)
[0,pi/2,pi,3*pi/2]
, _rmBound = [rectNSWE h (-h) (-w) w]
}
where
@@ -235,8 +210,6 @@ centerVaultRoom w h d = do
theDoor =
[ Placement (PS (V2 35 (d+4)) 0 $ PutButton $ makeSwitch col red id id)
$ \btid -> jspsJ (V2 0 (d-10)) 0 (PutSingleDoor col (cond' btid) (V2 (-21) 0) (V2 0 0) 2)
$ sPS (V2 0 (d-10)) 0 (PutSingleDoor col (cond' btid) (V2 21 0) (V2 0 0) 2)
$ sPS (V2 0 (d-10)) 0 (PutSingleDoor col (cond' btid) (V2 21 0) (V2 0 0) 2)
]
--cond i w' = or $ M.lookup (DoorNumOpen i) (_worldState w')
cond' btid w' = _btState (_buttons w' IM.! btid) == BtOn