Files
loop/src/Dodge/Data/GenWorld.hs
T

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4.5 KiB
Haskell

{-# LANGUAGE StrictData #-}
{-# LANGUAGE TemplateHaskell #-}
module Dodge.Data.GenWorld (
module Dodge.Data.GenWorld,
module Dodge.Data.Room,
module Dodge.Data.RoomCluster,
module Dodge.Data.World,
) where
import Color
import Control.Lens
import Control.Monad.State
import qualified Data.Set as S
import Data.Tile
import Dodge.Data.Room
import Dodge.Data.RoomCluster
import Dodge.Data.World
import Geometry.Data
import qualified IntMapHelp as IM
import Picture.Data
import System.Random
data GenWorld = GenWorld
{ _gwWorld :: World
, _genPlacements :: IM.IntMap [(Placement, Int)]
, _genRooms :: IM.IntMap Room
}
---- ROOM DATATYPES
data PSType
= PutCrit {_unPutCrit :: Creature}
| PutMachine {_putMachinePoly :: [Point2], _putMachineMachine :: Machine, _putMachineWall :: Wall}
| PutLS LightSource
| PutButton {_putButton :: Button}
| PutProp Prop
| PutTerminal {_unputTerminal :: Terminal}
| PutFlIt {_putItem :: Item}
| PutPPlate PressPlate
| PutBlock {_putBlock :: Block, _putWall :: Wall, _putPoly :: [Point2]}
| PutCoord Point2
| PutMod Modification
| PutTrigger Bool
| PutLineBlock
{ _putWall :: Wall
, _putWidth :: Float
, _putStartPoint :: Point2
, _putEndPoint :: Point2
}
| PutWall {_pwPoly :: [Point2], _pwWall :: Wall}
| PutSlideDr Door Wall EdgeObstacle Float Point2 Point2
| PutDoor Color EdgeObstacle WdBl [(Point2, Point2)]
| RandPS (State StdGen PSType)
| PutForeground ForegroundShape
| PutDecoration Picture
| PutWorldUpdate (PlacementSpot -> World -> World)
| PutNothing
| PutUsingGenParams (World -> (World, PSType))
| PutID {_putID :: Int}
-- maybe there is a monadic implementation of this?
-- add room effect for any placement spot?
data PlacementSpot
= PS {_psPos :: Point2, _psRot :: Float}
| PSNoShiftCont {_psPos :: Point2, _psRot :: Float}
| PSPos
{ _psSelect :: RoomPos -> Room -> Maybe (PlacementSpot, RoomPos)
, _psRoomEff :: RoomPos -> Room -> Room
, _psFallback :: Maybe Placement
}
| PSRoomRand
{ _psRoomRandPointNum :: Int
, _psRandShift :: (Point2, Float) -> PlacementSpot
}
-- TODO attempt to unify/simplify this union type
data Placement
= Placement
{ _plOrder :: Int
, _plSpot :: PlacementSpot
, _plType :: PSType
, _plMID :: Maybe Int
, _plIDCont :: World -> Placement -> Maybe Placement
}
| PlacementUsingPos Point3 (Point3 -> Placement) -- allows a placement to use a shifted position
| RandomPlacement {_unRandomPlacement :: State StdGen Placement}
| PickOnePlacement Int Placement
{- The '_rmPolys' lists which polygons should be cut out to form the indestructible walls of the room.
Link pairs contain a position and rotation to attach to another room;
0 is for links going to another room to the north, pi/2 for links going to a room to the west, etc.
TODO : Explain path, does it need both directions?
Placement spots allow things to be put in the room during level generation.
Room bounds between a new room and previously placed rooms are checked during level generation,
assigning no bounds will allow rooms to overlap. -}
data Room = Room
{ _rmPolys :: [[Point2]]
, _rmLinks :: [RoomLink]
, -- the Int is the number of previous outlinks that have been assigned
_rmLinkEff ::
RoomLink -> -- child link
Room -> -- child room
Int -> -- child number
RoomLink -> -- parent link
Room -> -- parent room
Room
, _rmPos :: [RoomPos]
, _rmPath :: S.Set (Point2, Point2)
, _rmPmnts :: [Placement]
, _rmInPmnt :: [InPlacement]
, _rmOutPmnt :: [OutPlacement]
, _rmBound :: [[Point2]]
, _rmFloor :: Floor
, _rmName :: String
, _rmShift :: (Point2, Float)
, _rmViewpoints :: [Point2]
, _rmRandPSs :: [State StdGen (Point2, Float)]
, _rmStartWires :: IM.IntMap RoomWire
, _rmEndWires :: IM.IntMap RoomWire
, _rmConnectsTo :: S.Set RoomLinkType -> Bool
, _rmMID :: Maybe Int
, _rmMParent :: Maybe Int
, _rmChildren :: [Int]
, _rmType :: RoomType
, _rmClusterStatus :: ClusterStatus
}
data OutPlacement = OutPlacement
{ _opPlacement :: Placement
, _opPlacementID :: Int
}
data InPlacement = InPlacement
{ _ipPlacement :: [Placement] -> Placement
, _ipPlacementID :: Int
}
makeLenses ''GenWorld
makeLenses ''Room
makeLenses ''RoomType
makeLenses ''PSType
makeLenses ''PlacementSpot
makeLenses ''Placement