Refactor level/room generation modules

This commit is contained in:
2021-03-11 22:08:35 +01:00
parent 2d995339b9
commit e8e3dd8f50
17 changed files with 546 additions and 436 deletions
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module Dodge.Floor
( lev1
, generateLevel
)
where
import Geometry
import Picture
import Dodge.Data
import Dodge.Rooms
import Dodge.Base
import Dodge.Layout
import Dodge.Critters
import Dodge.SoundLogic
import Dodge.RandomHelp
import Dodge.LightSources
import Data.Tree
import Control.Lens
import Control.Monad.State
import Control.Monad.Loops
import System.Random
lev1 :: RandomGen g => State g (Tree Room)
lev1 = do
firstWeapon <- takeOne $ [[branchRectWith weaponRoom,blockedCorridor]] ++ replicate 5 [weaponRoom]
iterateWhile boundClip $ fmap (shiftRoomTree . expandTreeBy id)
$ sequence $ treePost
(
[return $ return $ Right deadEndRoom
]
++ [return $ connectRoom corridor
,return $ connectRoom door]
++ firstWeapon
++ [return $ connectRoom corridor
,return $ connectRoom door]
++ [randomiseLinks =<< pistolerRoom]
++ [return $ connectRoom door]
++ [randomiseLinks =<< shooterRoom]
++ (replicate 3 $ randomiseLinks corridor)
++ [return $ connectRoom (set rmPS [PS (20,40) 0 basicLS] corridor)]
++ [return $ connectRoom corridor]
++ (replicate 3 $ randomiseLinks corridor)
++ [return $ connectRoom corridor]
++[return $ connectRoom corridor,return $ connectRoom door]
++ [shootingRange]
++ (replicate 3 $ randomiseLinks corridor)
++[roomMiniIntro]
++ (replicate 3 $ randomiseLinks corridor)
++ [return $ connectRoom corridor
,return $ connectRoom door
,slowDoorRoom]
++ [return $ connectRoom corridor
,spawnerRoom
,return $ connectRoom corridor
]
)
$ randomiseLinks corridor
roomToLevel2 :: RandomGen g => State g (Tree (Either Room Room))
roomToLevel2 = join $ takeOne
[ portalRoom1
]
portalRoom1 :: RandomGen g => State g (Tree (Either Room Room))
portalRoom1 = return $ connectRoom $ (roomRect 300 300) { _rmPS = plmnts}
where plmnts = [PS (0,0) (0-pi/2) $ PutPressPlate (levelPortalAt (200,120) 1)
,PS (60,100) pi $ PutCrit autoCrit
]
generateLevel :: Int -> World -> World
generateLevel i w =
do haltSound $ ((generateFromTree $ levelTree i) w)
levelTree :: Int -> State StdGen (Tree Room)
levelTree 1 = lev1
levelPortalAt :: Point2 -> Int -> PressPlate
levelPortalAt p x
= PressPlate
{ _ppPict = onLayer PressPlateLayer $ color blue $ circle 10
, _ppPos = p
, _ppRot = 0
, _ppEvent = \pp w -> if dist (_crPos (you w)) (_ppPos pp) < 10
then generateLevel x w
else w
, _ppID = -1
, _ppText = "Portal to level "++ show x
}