Files
loop/src/Dodge/Layout.hs
T

269 lines
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Haskell

{-# LANGUAGE TupleSections #-}
module Dodge.Layout (
generateLevelFromRoomList,
tilesFromRooms,
shuffleRoomPos,
) where
import Control.Monad
-- import Dodge.Path.Translate
import qualified Control.Foldl as L
import Control.Lens
import Data.Foldable
import Data.Function
import Linear
-- import Data.Graph.Inductive (labEdges, labNodes)
import Data.List (nubBy, sortOn)
import Data.Maybe
import Data.Tile
import qualified Data.Vector.Unboxed as UV
-- import Data.Traversable
import Dodge.Data.GenWorld
import Dodge.Default.Wall
import Dodge.GameRoom
-- import Dodge.Item.Location.Initialize
import Dodge.LevelGen.LevelStructure
import Dodge.LevelGen.StaticWalls
import Dodge.Path
import Dodge.Placement.PlaceSpot
import Dodge.Room.Link
import Dodge.ShiftPoint
import Dodge.Wall.Zone
import Dodge.Zoning.Pathing
import Geometry
import qualified IntMapHelp as IM
import RandomHelp
generateLevelFromRoomList :: IM.IntMap Room -> World -> GenWorld
generateLevelFromRoomList gr' w =
over gwWorld initWallZoning
. over gwWorld randomCompass
. over gwWorld setupWorldBounds
. doInPlacements
. doIndividualPlacements
. setTiles
. worldToGenWorld rs'
$ w
& cWorld . lWorld . walls .~ wallsFromRooms rs
& cWorld . cwGen . cwgGameRooms .~ gameRoomsFromRooms (IM.elems rs')
& cWorld . incNode .~ inodes
& cWorld . incGraph .~ igraph
& cWorld . incEdges .~ ipairs
& incNodeZoning .~ UV.ifoldl' (\m i p -> zonePn (i, p) m) mempty inodes
& incEdgeZoning .~ foldl' (flip (zoneIncPe inodes)) mempty ipairs
where
pairs = snapToGrid $ foldMap _rmPath rs
(inodes, igraph, ipairs) = pairsToIncGraph pairs
rs = map doRoomShift $ IM.elems rs'
rs' = mapM shuffleRoomPos gr' & evalState $ _randGen w
randomCompass :: World -> World
randomCompass w =
w & wCam . camRot .~ (takeOne [0, 0.5 * pi, pi, 1.5 * pi] & evalState $ _randGen w)
-- note the order of traversal of the rooms is important
-- hence the reverse
-- this is not ideal: should do this in some more sensible way
setTiles :: GenWorld -> GenWorld
setTiles gw = foldr setTile gw . reverse . IM.elems $ _genRooms gw
roomTileZeroShift :: Room -> Point2A
roomTileZeroShift rm = fromMaybe (rm ^. rmShift)
$ rm ^? rmFloor . tiles . ix 0 . tileZeroShift . _Just
setTile :: Room -> GenWorld -> GenWorld
setTile r gw = case _rmFloor r of
Tiled xs -> fromMaybe gw $ do
pid <- r ^. rmMParent
rm <- gw ^? genRooms . ix pid
guard $ rm ^? rmFloor . tiles . ix 0 . tileArrayZ == xs ^? ix 0 . tileArrayZ
return $ gw & genRooms . ix (fromJust (_rmMID r)) . rmFloor . tiles . ix 0 . tileZeroShift
?~ roomTileZeroShift rm
InheritFloor ->
gw & genRooms . ix (fromJust (_rmMID r)) . rmFloor .~ Tiled [t & tilePoly .~ poly]
where
t = fromMaybe (Tile poly (V2 0 0) (V2 1 0) 16 Nothing) $ do
pid <- r ^. rmMParent
rm <- gw ^? genRooms . ix pid
(rm ^? rmFloor . tiles . ix 0)
<&> tileZeroShift ?~ roomTileZeroShift rm
poly =
orderPolygon
. convexHullSafe
. nubBy ((==) `on` roundPoint2)
. concat
$ _rmPolys r
shuffleRoomPos :: (RandomGen g) => Room -> State g Room
shuffleRoomPos = rmPos shuffle
doInPlacements :: GenWorld -> GenWorld
doInPlacements w =
foldl' (\gw (i, (_, f)) -> rplaceSpot i gw (f gw)) w
. sortOn (fst . snd)
. foldMap g
$ w ^. genRooms
where
g rm = (rm ^?! rmMID . _Just,) <$> (rm ^. rmInPmnt)
rplaceSpot i gw rx = placeSpot i (gw & gwWorld . randGen .~ gen) x
where
(x,gen) = runState rx (gw ^. gwWorld . randGen)
doIndividualPlacements :: GenWorld -> GenWorld
doIndividualPlacements gw = foldl' doRoomPlacements gw (_genRooms gw)
doRoomPlacements :: GenWorld -> Room -> GenWorld
doRoomPlacements w rm =
foldl' (placeSpot i) (w & genRooms . ix i . rmPmnts .~ mempty)
. sortOn plPriority
$ _rmPmnts rm
where
i = rm ^?! rmMID . _Just
plPriority :: Placement -> Int
plPriority pl = case pl ^. plType of
PutChasm{} -> 0
PutBlock{} -> 1
PutDoor{} -> 2
_ -> 3
setupWorldBounds :: World -> World
setupWorldBounds w =
w
& cWorld . cwGen . cwgWorldBounds
%~ ( (bdMinX .~ f minx)
. (bdMaxX .~ f maxx)
. (bdMinY .~ f miny)
. (bdMaxY .~ f maxy)
)
where
f = fromMaybe 0
ps = IM.map (fst . _wlLine) $ w ^. cWorld . lWorld . walls -- _walls (_cWorld w)
(minx, maxx, miny, maxy) =
L.fold
( (,,,)
<$> L.premap fstV2 L.minimum
<*> L.premap fstV2 L.maximum
<*> L.premap sndV2 L.minimum
<*> L.premap sndV2 L.maximum
)
ps
wallsFromRooms :: [Room] -> IM.IntMap Wall
wallsFromRooms =
-- divideWalls .
IM.fromDistinctAscList
. zipWith f [0 ..]
. removeInverseWalls
. foldl' (flip cutWalls) []
. concatMap _rmPolys
where
f i (x, y) = (i, defaultWall{_wlLine = (x, y), _wlID = i})
-- TODO sort out shifting before or after etc
gameRoomsFromRooms :: [Room] -> [GameRoom]
gameRoomsFromRooms = fmap gameRoomFromRoom
gameRoomFromRoom :: Room -> GameRoom
gameRoomFromRoom rm =
GameRoom
{ _grViewpoints =
map doshift $
_rmViewpoints rm
++ (map fst . foldl' (flip cutWalls) [] $ _rmPolys rm)
++ mapMaybe filterUnusedLinks (_rmPos rm)
, _grViewpointsEx = concatMap filterUsedLinks (_rmPos rm)
, _grBound =
map doshift
$ expandPolyCorners 50
. convexHullSafe
. nubBy closePoints
. concat
$ _rmBound rm ++ _rmPolys rm
, _grRmBounds = map (map doshift) $ _rmBound rm
, _grDir = getDir $ _rmPos rm
, _grLinkDirs = mapMaybe undir $ _rmPos rm
, _grName = _rmName rm
}
where
doshift = shiftPointBy (_rmShift rm)
doubleShift p a =
map
doshift
[ p + 10 *^ unitVectorAtAngle a
, p - 10 *^ unitVectorAtAngle a
]
filterUnusedLinks rp = case _rpType rp of
UnusedLink{} -> Just $ _rpPos rp
_ -> Nothing
filterUsedLinks rp = case _rpType rp of
UsedOutLink{} -> doubleShift (_rpPos rp) (_rpDir rp)
UsedInLink{} -> doubleShift (_rpPos rp) (_rpDir rp)
_ -> []
undir rp = case _rpType rp of
UsedOutLink{} -> ma
UsedInLink{} -> ma
_ -> Nothing
where
ma = Just $ 0.5 * pi + _rpDir rp + snd (_rmShift rm)
closePoints x y = roundPoint2 x == roundPoint2 y
getDir (rp : xs) = case _rpType rp of
UsedInLink{} -> _rpDir rp + snd (_rmShift rm)
_ -> getDir xs
getDir _ = 0 -- fallback
tilesFromRooms :: [Room] -> [Tile]
tilesFromRooms = concatMap (getTiles . _rmFloor . doRoomShift)
getTiles :: Floor -> [Tile]
getTiles fl = case fl of
Tiled xs -> xs
_ -> error "tiles not correctly set for some room"
-- divideWall :: Wall -> [Wall]
-- divideWall wl
-- = let (a,b) = _wlLine wl
-- ps = divideLine (zoneSize * 2) a b
-- in zipWith (\ x y -> wl & wlLine .~ (x,y) ) (init ps) (tail ps)
-- divideWallIn :: Wall -> IM.IntMap Wall -> IM.IntMap Wall
-- divideWallIn wl wls =
-- let (wl':newWls) = divideWall wl
-- k = IM.newKey wls
-- newWls' = zipWith (\i w -> w {_wlID = i}) [k..] newWls
-- in foldl' (flip $ \w -> IM.insert (_wlID w) w) wls (wl':newWls')
--
-- divideWalls :: IM.IntMap Wall -> IM.IntMap Wall
-- divideWalls wls = foldl' (flip divideWallIn) wls wls
-- insertInZone :: Int -> Int -> a -> IM.IntMap (IM.IntMap a) -> IM.IntMap (IM.IntMap a)
-- insertInZone x y obj = IM.insertWith f x $ IM.singleton y obj
-- where f _ = IM.insert y obj
-- shiftRoomTree :: Tree Room -> Tree Room
-- shiftRoomTree (Node t []) = Node t []
-- shiftRoomTree (Node t ts) = Node t
-- $ zipWith (\l -> shiftRoomTree . applyToRoot (shiftRoomToLink l))
-- (_rmLinks t)
-- ts
-- shiftRoomTreeConstruction :: Tree Room -> [Tree Room]
-- shiftRoomTreeConstruction (Node t []) = [Node t []]
-- shiftRoomTreeConstruction (Node t ts) = (Node t [] :) $ concat $
-- zipWith (\l -> shiftRoomTreeConstruction . applyToRoot (shiftRoomBy l . f))
-- (_rmLinks t)
-- ts
-- where
-- f r = shiftRoomBy ( V2 0 0 -.- rotateV (pi-a) p , 0) $ shiftRoomBy (V2 0 0,pi-a) r
-- where
-- (p,a) = last $ _rmLinks r
-- addTile :: Float -> Room -> Room
-- addTile z r
-- | not (null (_rmFloor r)) || null rp = r
-- | otherwise = r & rmFloor .~ [makeTileFromPoly poly z]
-- where
-- rp = _rmPolys r
-- poly = orderPolygon . convexHullSafe . nubBy ((==) `on` roundPoint2) $ concat rp