--{-# LANGUAGE TupleSections #-} module Dodge.Room.Room ( shootingRange , weaponRoom , roomMiniIntro , roomCCrits , doubleCorridorBarrels , pistolerRoom , spawnerRoom , corDoor ) where import Dodge.Cleat import Dodge.Item.Display import Dodge.Data import Dodge.PlacementSpot import Dodge.RoomLink import Dodge.Default.Room import Dodge.Item.Weapon import Dodge.Creature import Dodge.Room.Pillar import Dodge.Room.Girder import Dodge.Room.Modify.Girder import Dodge.LevelGen.Data import RandomHelp import Dodge.Tree import Dodge.Placement.Instance --import Dodge.LevelGen.Data import Dodge.Room.Procedural import Dodge.Room.Corridor --import Dodge.Room.Tanks import Dodge.Room.Link import Dodge.Room.Door import Dodge.Room.Airlock import Geometry import MonadHelp import LensHelp import qualified Data.Set as S roomC :: RandomGen g => Float -> Float -> State g Room roomC w h = do wallf <- takeOne [ crystalLine , windowLine ] maybeaddgird <- takeOne [return, addRandomGirderFrom West 0, addRandomGirderFrom North 0] maybeaddgird =<< shuffleLinks (roomRectAutoLinks w h & rmLinks %~ ( setInLinks (\rl -> S.fromList [FromEdge East 0,OnEdge South] `S.isSubsetOf` _rlType rl) . setOutLinks (\rl -> OnEdge West `S.member` _rlType rl) ) & rmPmnts .:~ wallf (V2 (w/2) 0) (V2 (w/2) (h-60)) & rmRandPSs .~ [farside] ) where farside = do x <- state $ randomR (5, w/2 - 20) y <- state $ randomR (5, h - 70) a <- state $ randomR (0, 2*pi) return (V2 x y,a) roomPadCut :: [Point2] -> Point2 -> Room roomPadCut ps p = defaultRoom { _rmPolys = [ps] , _rmLinks = muout [(p,0)] ++ muin [(V2 0 0,pi)] , _rmPath = [(V2 0 0,p)] } branchWith :: Room -> [Tree Room] -> Tree Room branchWith r = Node r . (return (cleatOnward door) :) glassSwitchBack :: RandomGen g => State g Room glassSwitchBack = do wth <- state $ randomR (200,400) hgt <- state $ randomR (400,600) wllen <- state $ randomR (60,wth/2-40) let hf = hgt/5 awindow h xl xr = windowLine (V2 xl h) (V2 xr h) plmnts = [awindow hf (wth-60) wllen ,awindow (2*hf) (wth-wllen) 60 ,awindow (3*hf) (wth-60) wllen ,awindow (4*hf) (wth-wllen) 60 ,blockLine (V2 0 (1*hf)) (V2 wllen (1*hf)) ,blockLine (V2 (wth-wllen) (2*hf)) (V2 wth (2*hf)) ,blockLine (V2 0 (3*hf)) (V2 wllen (3*hf)) ,blockLine (V2 (wth-wllen) (4*hf)) (V2 wth (4*hf)) , sPS (V2 (wth/2) (hgt/2)) 0 putLamp ] let northPSs = do cry <- randomRanges [3*hf+10,4*hf-10 ,4*hf+10,5*hf-10 ] crx <- state $ randomR (wllen,wth-(wllen+40)) return (V2 crx cry,1.5*pi) midPS = return (V2 (wth-20) (hgt/2+40), pi) return $ roomRect wth hgt 2 4 & rmPmnts .~ plmnts & rmRandPSs .~ [northPSs,midPS] & rmName .~ "glassSwitchBack" glassSwitchBackCrits :: RandomGen g => State g Room glassSwitchBackCrits = glassSwitchBack <&> rmPmnts .++~ [ spNoID (PSRoomRand 0 (uncurry PS)) (PutCrit miniGunCrit) , spNoID (PSRoomRand 1 (uncurry PS)) randC1 ] miniTree2 :: RandomGen g => State g (Tree Room) miniTree2 = do rm <- glassSwitchBackCrits >>= shuffleLinks . restrictInLinks (\p -> (sndV2 . fst) p < 70) return $ branchWith rm (replicate 3 $ treePost [door,corridor,critInDeadEnd]) -- So, the idea is to attach outer children to the bottommost right nodes -- inside an inner tree -- no idea what was going on here... roomMiniIntro :: RandomGen g => State g (MetaTree Room String) roomMiniIntro = do midroom <- join $ takeOne [miniTree2] --,glassLesson] rToOnward "roomMiniIntro" midroom roomCenterPillar :: RandomGen g => State g Room roomCenterPillar = do addHighGirder' =<< (shuffleLinks . restrictInLinks ((\p -> dist p (V2 120 0) < 10) . fst) $ cleatSide $ set rmPmnts plmnts $ set rmName "roomCenterPillar" $ roomRect 240 240 2 2 ) where plmnts = [ blockLine (V2 115 115) (V2 115 125) , blockLine (V2 125 115) (V2 125 125) -- , mntLightLnkCond useUnusedLnk , mntLightLnkCond (resetPLUse $ rprBool $ \rp _ -> isInLnk rp) , mntLightLnkCond (resetPLUse $ rprBool $ \rp _ -> isOutLnk rp) ] {- Probabilites of the type of the first floor weapon. -} randFirstWeapon :: State StdGen Item randFirstWeapon = takeOne $ replicate 10 pistol ++ replicate 5 (bangStick 4) ++ replicate 5 (bangCaneX 3) ++ replicate 5 bangCone ++ [lasGun] weaponEmptyRoom :: RandomGen g => State g (Tree Room) weaponEmptyRoom = do w <- state $ randomR (220,300) h <- state $ randomR (220,300) let plmnts = [sPS (V2 (w/2) (h-40)) 0 $ RandPS $ fmap PutFlIt randFirstWeapon ,sPS (V2 20 20) (pi/2) randC1 ,sPS (V2 (w-20) 20) (pi/2) randC1 ,mntLightLnkCond useUnusedLnk ] f (V2 x y,a) = (a == pi && x > 25 && x < w - 25) || (a /= 0 && y > w - 30) rm <- addHighGirder >=> shuffleLinks $ restrictRMInLinksPD f (roomRect w h 2 2 & rmPmnts .~ plmnts) return $ treePost [ corridor, cleatSide $ cleatOnward rm ] weaponUnderCrits :: RandomGen g => Int -> State g (MetaTree Room String) weaponUnderCrits i = do let addwpat p = rmPmnts .:~ PickOnePlacement i (sPS p 0 $ RandPS $ fmap PutFlIt randFirstWeapon) continuationRoom = treePost [ addwpat (V2 20 0) corridorN , addwpat (V2 20 0) corridorN , cleatOnward $ corridorN & rmPmnts .~ [ sPS (V2 20 0) (negate $ pi/2) randC1 , sPS (V2 20 20) ( pi/2) randC1 ] ] rcp <- roomCenterPillar rmpils <- roomPillars 30 240 240 2 2 deadEndRoom' <- takeOne [ addwpat (V2 120 20) rmpils , addwpat (V2 120 20) $ cleatSide rcp] junctionRoom <- takeOne [ tEast, tWest] rToOnward "weaponUnderCrits" $ treeFromTrunk [ corridorN , corridorN] $ Node junctionRoom [continuationRoom ,pure deadEndRoom' ] weaponBehindPillar :: RandomGen g => State g (Tree Room) weaponBehindPillar = do wpa <- state $ randomR (0,pi) wpos <- takeOne [V2 120 160,V2 80 40,V2 160 40,V2 220 200,V2 40 200,V2 120 35] cpos <- takeOne $ [V2 x y | x <- [20,220], y <- [20,40]] ++ [V2 120 160,V2 120 200] rcp <- roomCenterPillar return $ treePost [ corridor , rcp & rmPmnts ++.~ [sPS wpos wpa $ RandPS $ fmap PutFlIt randFirstWeapon ,sPS cpos (argV $ V2 120 80 -.- cpos) randC1 ] , cleatOnward $ set rmPmnts [sPS (V2 20 60) (negate $ pi/2) randC1] corridorN ] weaponBetweenPillars :: State StdGen (MetaTree Room String) weaponBetweenPillars = do (w,wn) <- takeOne [(240,2),(340,3)] (h,hn) <- takeOne [(240,2),(340,3)] let wpPos = rprBool $ \rp r -> and [ rpIsOnPath rp , _rpPlacementUse rp == 0 , _rpLinkStatus rp == NotLink , any ((<100) . dist (_rpPos rp)) (usedRoomInLinkPoss r) ] ncrits <- state $ randomR (1,3) wp <- randFirstWeapon critPlacementSpots <- replicateM ncrits $ randDirPS $ rprBool $ \rp r -> rpIsOnPath rp && _rpPlacementUse rp == 0 && all ((>100) . dist (_rpPos rp)) (usedRoomLinkPoss r) (roomPillars 30 w h wn hn <&> rmPmnts .++~ map (`sps` randC1) critPlacementSpots ++ [ sps wpPos (PutFlIt wp) ] <&> cleatOnward) >>= rToOnward ("weaponBetweenPillars_"++itemString wp) . pure weaponLongCorridor :: RandomGen g => State g (Tree Room) weaponLongCorridor = do rt <- takeOne [tEast, tWest] connectingRoom <- takeOne [tEast & rmPmnts .~ [spanLightI (V2 (-30) 40) (V2 (-30) 80)] ] i1 <- state $ randomR (2,5) i2 <- state $ randomR (2,5) let branch1 = treeFromTrunk (replicate i1 corridorN) (pure . cleatSide . cleatOnward $ putCrs connectingRoom) let branch2 = treeFromTrunk (replicate i2 corridorN) (pure . cleatSide $ putWp corridor) return $ Node rt [branch1,branch2] where putCrs = rmPmnts .++~ [sPS (V2 10 40) (-pi/2) randC1 ,sPS (V2 (-10) 40) (-pi/2) randC1 ] putWp = rmPmnts .~ [sPS (V2 20 60) 0 $ RandPS $ fmap PutFlIt randFirstWeapon ,spanLightI (V2 0 40) (V2 40 40)] critInDeadEnd :: Room critInDeadEnd = deadEndRoom & rmPmnts .~ [sPS (V2 0 0) 0 randC1] deadEndRoom :: Room deadEndRoom = defaultRoom { _rmPolys = [rectNSWE 40 (-20) (-20) 20 ] , _rmLinks = muout (init lnks) ++ muin [last lnks] , _rmPath = [] , _rmPmnts = [sPS (V2 0 (-10)) 0 putLamp] , _rmBound = [rectNSWE 20 (-20) (-30) 30] , _rmName = "deadEndRoom" } where lnks = [(V2 0 30 ,0) ] {- A random Either tree with a weapon and melee monster challenge. -} weaponRoom :: Int -> State StdGen (MetaTree Room String) weaponRoom i = join $ takeOne [ weaponEmptyRoom >>= rToOnward "weaponEmptyRoom" , weaponUnderCrits i -- this int is used for PickOnePlacement , weaponBehindPillar >>= rToOnward "weaponBehindPillar" , weaponBetweenPillars-- >>= rToOnward "weaponBetweenPillars" , weaponLongCorridor >>= rToOnward "weaponLongCorridor" ] roomCCrits :: RandomGen g => Int -> State g Room roomCCrits i = roomC 200 200 <&> rmPmnts .++~ replicate i (spNoID (PSRoomRand 0 (uncurry PS)) randC1) doubleCorridorBarrels :: RandomGen g => State g Room doubleCorridorBarrels = do h <- state $ randomR (200,300) let cond x = (sndV2 . fst) x < h - 40 return $ restrictInLinks cond $ roomRect 100 h 1 1 & rmPmnts .~ [blockLine (V2 50 50) (V2 50 h) ,sPS (V2 25 (h-25)) (negate pi/2) $ PutCrit $ addArmour autoCrit ,sPS (V2 75 (h-80)) 0 putLamp ] ++ [sPS p 0 $ PutCrit explosiveBarrel | p <- [ V2 75 (h-30) ,V2 75 (h-60) ,V2 85 (h-10) ,V2 85 (h-45) ] ] shootersRoom' :: RandomGen g => State g Room shootersRoom' = do w <- state $ randomR (200,300) x1 <- state $ randomR (20,w/3-20) x2 <- state $ randomR (w/3+20,2*w/3-20) x3 <- state $ randomR (2*w/3+20,w-20) y1 <- state $ randomR (280,550) y2 <- state $ randomR (280,550) y3 <- iterateWhile (\y' -> abs (y1 - y2) < 60 && abs (y2 - y') < 60) $ state $ randomR (280,560) x4 <- state $ randomR (60,w-60) y4 <- state $ randomR (40,150) let bln x y = putBlockN (x+25) (x-25) (y+20) (y+10) blv x y = putBlockV (x+25) (x-25) (y+20) (y+10) plmnts = bln x1 y1 ++ bln x2 y2 ++ bln x3 y3 ++ blv x4 y4 ++ [spanLightI (V2 (-10) 200) (V2 (w/2) 200) ,spanLightI (V2 (w/2) 200) (V2 (w+10) 200) ] toPS x y = return (V2 x y,-0.5*pi) return $ set rmPmnts plmnts $ roomRectAutoLinks w 600 & rmPmnts .~ plmnts & rmRandPSs .~ [toPS x1 y1,toPS x2 y2,toPS x3 y3] shootersRoom1 :: RandomGen g => State g Room shootersRoom1 = shootersRoom' <&> rmPmnts .:~ RandomPlacement (takeOne $ map (\i -> spNoID (PSRoomRand i (uncurry PS)) (PutCrit autoCrit)) [0,1,2]) shootersRoom :: RandomGen g => State g Room shootersRoom = shootersRoom' <&> rmPmnts .++~ map (\i -> spNoID (PSRoomRand i (uncurry PS)) (PutCrit autoCrit)) [0,1,2] -- TODO stop from spawning on inlinks fromedge pistolerRoom :: RandomGen g => State g Room pistolerRoom = do (w,wn) <- takeOne [(200,3),(255,4)] roomPillars 10 w 200 wn 3 <&> rmPmnts .++~ replicate 3 (spNoID (rprBool $ \rp _ -> _rpPlacementUse rp == 0 && rpIsOnPath rp) (PutCrit pistolCrit)) shootingRange :: RandomGen g => State g (MetaTree Room String) shootingRange = do rm1 <- shootersRoom1 >>= shuffleLinks . restrictInLinks (\(V2 _ y,_) -> y < 40) . restrictOutLinks (\(V2 _ y,r) -> y > 200 && r /= 0) rm2 <- shootersRoom >>= shuffleLinks . restrictInLinks (\(V2 x y,_) -> y < 10 && x > 20 && x < 180) . restrictOutLinks (\(V2 _ y,r) -> y > 200 && r /= 0) rm3 <- shootersRoom >>= shuffleLinks . restrictInLinks (\(V2 x y,_) -> y < 10 && x > 20 && x < 180) . restrictOutLinks (\(_,r) -> r == 0) let padcutroom = roomPadCut (rectNSWE 40 (-40) (-80) 80) (V2 0 20) & rmPmnts .:~ spanLightI (V2 (-80) 10) (V2 80 10) rToOnward "shootingRange" $ treePost [ rm1 , padcutroom , rm2 , padcutroom , cleatOnward rm3 ] spawnerRoom :: RandomGen g => State g (Tree Room) spawnerRoom = do x <- state $ randomR (250,300) y <- state $ randomR (300,400) roomWithSpawner <- roomC x y <&> rmPmnts .:~ spNoID (rprBool $ \rp _ -> _rpPlacementUse rp == 0 && rpIsOnPath rp && xV2 (_rpPos rp) < x/2 && yV2 (_rpPos rp) < y/2 ) (PutCrit spawnerCrit) aRoom <- airlock return $ treeFromTrunk [ aRoom, corridor] $ pure $ cleatOnward roomWithSpawner corDoor :: State StdGen (MetaTree Room String) corDoor = do cor <- shuffleLinks $ cleatOnward corridor return $ tToBTree "corDoor" $ treePost [door,cor]