Files
loop/src/Dodge/Layout.hs
T

249 lines
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Haskell

--{-# LANGUAGE TupleSections #-}
module Dodge.Layout (
generateLevelFromRoomList,
tilesFromRooms,
) where
import Dodge.Path.Translate
import qualified Control.Foldl as L
import Control.Lens
import Data.Foldable
import Data.Function
import Data.Graph.Inductive (labEdges, labNodes)
import Data.List (nubBy)
import Data.Maybe
import Data.Tile
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
-- . over (gwWorld . cWorld . lWorld) initItemLocations
. doInPlacements
. doOutPlacements
. doIndividualPlacements
. setTiles
. worldToGenWorld rs'
$ w & cWorld . lWorld . walls .~ wallsFromRooms rs
& cWorld . cwGen . cwgGameRooms .~ gameRoomsFromRooms (IM.elems rs')
& cWorld . pathGraph .~ path
& pnZoning .~ foldl' (flip zonePn) mempty (labNodes path)
& peZoning .~ foldl' (flip zonePe) mempty (map fromEdgeTuple $ labEdges path)
where
(_, path) = pairsToGraph pairPath'
pairPath = foldMap _rmPath rs
pairPath' = fusePairs pairPath
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
setTile :: Room -> GenWorld -> GenWorld
setTile r gw = case _rmFloor r of
Tiled{} -> gw
InheritFloor -> gw & 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 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
doInPlacements :: (IM.IntMap [Placement], GenWorld) -> GenWorld
doInPlacements (im, w) =
let (gw, rms) = mapAccumR (doRoomInPlacements im) w (_genRooms w)
in gw & 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 (w') $ im IM.! i)
doOutPlacements :: GenWorld -> (IM.IntMap [Placement], GenWorld)
doOutPlacements w =
let ((pmnts, gw), rms) = mapAccumR doRoomOutPlacements (IM.empty, w) (_genRooms w)
in (pmnts, gw & genRooms .~ rms)
doRoomOutPlacements ::
(IM.IntMap [Placement], GenWorld) ->
Room ->
((IM.IntMap [Placement], GenWorld), Room)
doRoomOutPlacements imw r = foldr f (imw, r) $ IM.toList $ _rmOutPmnt r
where
f (i, pl) ((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 gw)
in gw' & genRooms .~ rms
doRoomPlacements :: GenWorld -> Room -> (GenWorld, Room)
--doRoomPlacements w rm = foldl' (\wr -> fst . placeSpot wr) (w, rm) $ _rmPmnts rm
doRoomPlacements w rm = foldl' (\wr -> fst . placeSpot wr) (w, rm & rmPmnts .~ mempty)
$ _rmPmnts rm
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
, _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
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