Files
loop/src/Dodge/Layout.hs
T

292 lines
10 KiB
Haskell

--{-# LANGUAGE TupleSections #-}
module Dodge.Layout
( generateLevelFromRoomList
) where
import Data.Tile
import Dodge.Data
import Dodge.Path
import Dodge.ShiftPoint
import Dodge.Placement.PlaceSpot
--import Dodge.LevelGen.Data
import Dodge.LevelGen.StaticWalls
import Dodge.LevelGen.LevelStructure
import Dodge.Room.Foreground
import Dodge.Wall.Zone
import Dodge.GameRoom
import Dodge.Bounds
import Dodge.Default.Wall
import Dodge.Room.Link
import Dodge.Randify
import Geometry
--import Geometry.ConvexPoly
import qualified IntMapHelp as IM
import Tile
import Dodge.RandomHelp
import Color
import Shape
--import Padding
import Data.List (nubBy)
import Data.Traversable
import Control.Lens
import System.Random
import Data.Foldable
import qualified Control.Foldl as L
import Data.Maybe
import Data.Function
import Control.Monad.State
generateLevelFromRoomList :: IM.IntMap Room -> World -> GenWorld
generateLevelFromRoomList gr' w = over gWorld initWallZoning
. over gWorld randomCompass
. over gWorld setupWorldBounds
. placeWires
. doAfterPlacements
. doInPlacements
. doOutPlacements
. doIndividualPlacements
. setFloors
. worldToGenWorld rs'
$ w { _walls = wallsFromRooms rs
, _gameRooms = gameRoomsFromRooms (IM.elems rs')
, _pathGraph = path
, _pathGraphP = pairPath
}
where
path = pairsToGraph dist pairPath
pairPath = concatMap _rmPath rs
rs = map doRoomShift $ IM.elems rs'
rs'= mapM shuffleRoomPos gr' & evalState $ _randGen w
randomCompass :: World -> World
randomCompass w = w & cameraRot .~ (takeOne [0,0.5*pi,pi,1.5*pi] & evalState $ _randGen w)
putFloorTiles :: GenWorld -> GenWorld
putFloorTiles gw = gw & gWorld . floorTiles .~ floorsFromGenWorld gw
setFloors :: GenWorld -> GenWorld
setFloors = putFloorTiles . setTiles
-- 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 $ _gWorld gw
setTile :: Room -> GenWorld -> GenWorld
setTile r gw = case _rmFloor r of
Tiled {} -> gw
InheritFloor -> gw & gWorld . genRooms . ix (fromJust (_rmMID r)) . rmFloor .~ Tiled [t & tilePoly .~ poly]
where
t = case _rmMParent r of
Nothing -> Tile poly (V2 0 0) (V2 1 0) 16
Just pid -> head $ _tiles $ _rmFloor $ _genRooms (_gWorld gw) IM.! pid
poly = orderPolygon . convexHullSafe . nubBy ((==) `on` roundPoint2) $ concat $ _rmPolys r
shuffleRoomPos :: RandomGen g => Room -> State g Room
shuffleRoomPos rm = do
newPos <- shuffle $ _rmPos rm
return $ rm & rmPos .~ newPos
placeWires :: GenWorld -> GenWorld
placeWires w = w
& gWorld .~ foldr placeRoomWires (_gWorld w) (_genRooms $ _gWorld w)
placeRoomWires :: Room -> World -> World
placeRoomWires rm w = IM.foldr ($) w
$ IM.intersectionWith (placeWire rm) (_rmStartWires rm) (_rmEndWires rm)
placeWire :: Room -> RoomWire -> RoomWire -> World -> World
placeWire rm (WallWire p _ h1) (WallWire q _ h2) = foregroundShape
%~ (col ( thinHighBarChain h2 (map (shiftPointBy rs) doOrdering)
<> barPP 1.5 (addZ h1 p) (addZ h2 p)
)
<>
)
where
--TODO use rmWalls for non convex rooms
--rmWalls = foldr cutWalls [] (_rmPolys rm)
doOrdering = orderPolygonAround rmcen (p:q:ps)
col | clockwise = colorSH red
| otherwise = colorSH red
rmps = concat $ _rmPolys rm
rmcen = centroid rmps
clockwise = isLHS rmcen p q
ps | clockwise = filter leftprightq rmps
| otherwise = filter rightpleftq rmps
leftprightq x = isLHS rmcen p x && isRHS rmcen q x
rightpleftq x = isRHS rmcen p x && isLHS rmcen q x
rs = _rmShift rm
doAfterPlacements :: GenWorld -> GenWorld
doAfterPlacements gw = foldr doAfterPlacement gw (_genPlacements $ _gWorld gw)
doAfterPlacement :: [(Placement,Int)] -> GenWorld -> GenWorld
doAfterPlacement pmntis gw = gRandify gw $ do
(pmnt,i) <- takeOne pmntis
let (newgw,rm) = fst $ placeSpot (gw,_genRooms (_gWorld gw) IM.! i) pmnt
return $ newgw & gWorld . genRooms . ix i .~ rm
doInPlacements :: ( IM.IntMap [Placement],GenWorld) -> GenWorld
doInPlacements (im,w) =
let (gw,rms) = mapAccumR (doRoomInPlacements im) w (_genRooms $ _gWorld w)
in gw & gWorld . genRooms .~ rms
doRoomInPlacements :: IM.IntMap [Placement] -> GenWorld -> Room -> (GenWorld, Room)
doRoomInPlacements im w rm = foldr f (w,rm) $ _rmInPmnt rm
where
f (InPlacement plf i) (w',r') = fst $ placeSpot (w',r') (plf $ im IM.! i)
doOutPlacements :: GenWorld -> ( IM.IntMap [Placement], GenWorld)
doOutPlacements w = let ((pmnts,gw),rms) = mapAccumR doRoomOutPlacements (IM.empty,w) (_genRooms $ _gWorld w)
in (pmnts,gw & gWorld . genRooms .~ rms)
doRoomOutPlacements :: (IM.IntMap [Placement], GenWorld)
-> Room
-> ( (IM.IntMap [Placement], GenWorld) , Room )
doRoomOutPlacements imw r = foldr f ( imw, r ) $ _rmOutPmnt r
where
f (OutPlacement pl i) ( (im,w) , rm ) =
let ((neww,newrm),plmnts) = placeSpot (w,rm) pl
in ((IM.insert i plmnts im, neww) , newrm )
doIndividualPlacements :: GenWorld -> GenWorld
doIndividualPlacements gw = let (gw', rms) = mapAccumR doRoomPlacements gw (_genRooms $ _gWorld gw)
in gw' & gWorld . genRooms .~ rms
doRoomPlacements :: GenWorld -> Room -> (GenWorld, Room)
doRoomPlacements w rm = foldl' (\wr -> fst . placeSpot wr) (w,rm) $ _rmPmnts rm
setupWorldBounds :: World -> World
setupWorldBounds w = w & worldBounds %~
( (bdMinX .~ f minx)
. (bdMaxX .~ f maxx)
. (bdMinY .~ f miny)
. (bdMaxY .~ f maxy)
)
where
f = fromMaybe 0
ps = IM.map (fst . _wlLine) $ _walls 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
--polyhedrasToEdges :: [Polyhedra] -> [Point3]
--polyhedrasToEdges = concatMap tflat4 . concatMap polyToEdges
initWallZoning :: World -> World
initWallZoning w = foldl' (flip insertWallInZones) (w & wallsZone . znObjects .~ IM.empty) (_walls w)
--makePath :: Tree Room -> [(Point2,Point2)]
--makePath = concatMap _rmPath . flatten
wallsFromRooms :: [Room] -> IM.IntMap Wall
wallsFromRooms = -- divideWalls .
IM.fromAscList
. 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
, _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 _rpLinkStatus rp of
UnusedLink{} -> Just $ _rpPos rp
_ -> Nothing
filterUsedLinks rp = case _rpLinkStatus rp of
UsedOutLink{} -> doubleShift (_rpPos rp) (_rpDir rp)
UsedInLink{} -> doubleShift (_rpPos rp) (_rpDir rp)
_ -> []
undir rp = case _rpLinkStatus 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 _rpLinkStatus rp of
UsedInLink {} -> _rpDir rp + snd (_rmShift rm)
_ -> getDir xs
getDir _ = 0 -- fallback
floorsFromRooms :: [Room] -> [(Point3,Point3)]
floorsFromRooms = concatMap (concatMap tileToRenderList . getTiles . _rmFloor . doRoomShift)
floorsFromGenWorld :: GenWorld -> [(Point3,Point3)]
floorsFromGenWorld = floorsFromRooms . IM.elems . _genRooms . _gWorld
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