243 lines
9.4 KiB
Haskell
243 lines
9.4 KiB
Haskell
{- |
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Procedural creation of rooms and subroom parts. -}
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module Dodge.Room.Procedural
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( roomRect
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, roomRectAutoLinks
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, randomFourCornerRoom
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, centerVaultRoom
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, combineRooms
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, linksAndPath
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, makeGrid
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) where
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import Dodge.Data
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import Dodge.Default.Wall
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import Dodge.Room.Data
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import Dodge.Room.Placement
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import Dodge.Room.Link
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import Dodge.Room.Path
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import Dodge.Default.Room
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import Dodge.Item.Consumable
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import Dodge.Item.Equipment
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import Dodge.Room.Foreground
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import Dodge.Item.Weapon
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import Dodge.Item.Weapon.Launcher
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import Dodge.RandomHelp
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import Dodge.LevelGen
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import Dodge.LevelGen.Data
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import Dodge.LightSources.Fitting
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import Dodge.Creature
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import Geometry
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import Geometry.Vector3D
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import Picture
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import Data.Tile
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import qualified Data.IntMap.Strict as IM
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import Control.Lens
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import Control.Monad
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import Control.Monad.State
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import System.Random
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{- A simple rectangular room with a light in the center.
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Creates links and pathfinding graph. -}
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roomRect
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:: Float -- ^ Width
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-> Float -- ^ Height
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-> Int -- ^ Number of links on vertical walls
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-> Int -- ^ Number of links on horizontal walls
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-> Room
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roomRect x y xn yn = defaultRoom
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{ _rmPolys = [rectNSWE y 0 0 x ]
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, _rmLinks = lnks
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, _rmPath = concatMap doublePair pth
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, _rmPS = [wallMountL (V2 (x/2) 0) (V3 (x/2) 40 50)]
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, _rmBound = [rectNSWE (y+5) (-5) (-5) (x+5)]
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, _rmFloor = [Tile
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{ _tilePoly = rectNSWE y 0 0 x
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, _tileZero = V2 0 0
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, _tileX = V2 1 0
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, _tileZ = 16
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} ]
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}
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where
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yd = (y - 40) / fromIntegral yn
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xd = (x - 40) / fromIntegral xn
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elnks = zip (translateS (V2 0 20) $ gridPoints 0 1 yd (yn+1)) (repeat ( pi/2))
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wlnks = zip (translateS (V2 x 20) $ gridPoints 0 1 yd (yn+1)) (repeat (-pi/2))
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nlnks = zip (translateS (V2 20 y) $ gridPoints xd (xn+1) 0 1 ) (repeat 0 )
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slnks = zip (translateS (V2 20 0) $ gridPoints xd (xn+1) 0 1 ) (repeat pi )
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lnks = nlnks ++ elnks ++ wlnks ++ slnks
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pth = linksAndPath lnks $ translateS (V2 20 20) (makeGrid xd xn yd yn)
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{- Creates a rectangular room, automatically creates links and pathfinding graph at a sensible size. -}
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roomRectAutoLinks :: Float -> Float -> Room
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roomRectAutoLinks x y = roomRect x y ((ceiling x - 40) `div` 60) ((ceiling y - 40) `div` 60)
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{- Combines two rooms into one room.
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Combines into one big bound, concatenates the rest. -}
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combineRooms :: Room -> Room -> Room
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combineRooms r r' = defaultRoom
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{ _rmPolys = _rmPolys r ++ _rmPolys r'
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, _rmLinks = _rmLinks r ++ _rmLinks r'
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, _rmPath = _rmPath r ++ _rmPath r'
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, _rmPS = map (shiftPlacement $ _rmShift r) (_rmPS r)
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++ map (shiftPlacement $ _rmShift r') (_rmPS r')
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, _rmBound = _rmBound r ++ _rmBound r'
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, _rmFloor = _rmFloor r ++ _rmFloor r'
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, _rmShift = (V2 0 0 , 0)
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}
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--{- The top fourth of a room of a given height. -}
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--fourth
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-- :: Float -- ^ Distance from center of room to top edge
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-- -> Room
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--fourth w = Room
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-- { _rmPolys = [ [(0,0),(w,w),(-w,w)] ]
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-- , _rmLinks = [((0,w), 0)]
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-- , _rmPath = [((0,w),(0,0)),((0,0),(0,w))]
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-- , _rmPS =
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-- [sPS (0,w/2) 0 putLamp
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-- ]
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-- , _rmBound = [[(0,0),(w,w),(-w,w)]]
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-- }
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{- Randomly generate a top fourth of a room possibly with a wall.
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Add a light and a 'PutNothing' placement. -}
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fourthWall :: RandomGen g => Float -> State g Room
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fourthWall w = do
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b <- takeOne
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[ [ sPS (V2 (20-w) (w-40)) 0 putLamp
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, sPS (V2 0 40) 0 putLamp
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, sPS (V2 (w-20) (w-20)) pi PutNothing
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, blockLine (V2 (w/2) (w/2)) (V2 (w/2) w)
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]
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, [ sPS (V2 (20-w) (w-40)) 0 putLamp
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, sPS (V2 0 40) 0 putLamp
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, sPS (V2 (w-20) (w-20)) pi PutNothing
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, blockLine (V2 (w/2) (w/2)) (V2 (negate $ w/2) (w/2))
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]
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, [ sPS (V2 (20-w) (w-40)) 0 putLamp
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, sPS (V2 0 20) 0 putLamp
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, sPS (V2 (w-20) (w-20)) pi PutNothing
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, blockLine (V2 (w/2) (w/2)) (V2 0 (w/2))
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, blockLine (V2 (-29) w) (V2 0 (w/2))
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]
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]
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pure $ defaultRoom
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{ _rmPolys = [ [V2 0 0,V2 w w,V2 (-w) w] ]
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, _rmLinks = [(V2 0 w, 0)]
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, _rmPath = [(V2 0 w,V2 0 0),(V2 0 0,V2 0 w)]
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, _rmPS = b
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, _rmBound = [[V2 0 0,V2 w w,V2 (-w) w]]
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}
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fourthCornerWall :: RandomGen g => Float -> State g Room
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fourthCornerWall w = do
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b <- takeOne
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[ [ sPS (V2 (10-w) w) 0 putLamp
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, sPS (V2 (w-10) w) 0 putLamp
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, sPS (V2 0 10) 0 putLamp
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, sPS (V2 0 (2*w-20)) pi PutNothing
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, blockLine (V2 (w/2) (w/2)) (V2 0 w)
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, blockLine (V2 (negate $ w/2) (w/2)) (V2 0 w)
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]
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, [ sPS (V2 0 (3*w/2)) 0 putLamp
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, sPS (V2 (w-10) w) 0 putLamp
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, sPS (V2 (10-w) (w-20) ) 0 putLamp
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, sPS (V2 0 10 ) 0 putLamp
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, sPS (V2 0 (2*w-20)) pi PutNothing
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, blockLine (V2 (w/2) (w/2)) (V2 0 w)
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, blockLine (V2 (negate w) w ) (V2 0 w)
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]
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, [ sPS (V2 (10-w) w ) 0 putLamp
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, sPS (V2 (w-10) w ) 0 putLamp
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, sPS (V2 0 10 ) 0 putLamp
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, sPS (V2 20 (2*w-40)) pi PutNothing
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, blockLine (V2 (w/2) (w/2)) (V2 0 w)
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, blockLine (V2 0 w) (V2 0 (w*2))
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]
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]
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pure $ defaultRoom
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{ _rmPolys = [ map toV2 [(0,0),(w,w),(0,2*w),(-w,w)] ]
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, _rmLinks =
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[(V2 (w/2) (3*w/2), negate $ pi/4)
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,(V2 (negate $ w/2) (3*w/2), pi/4)
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]
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, _rmPath = [(V2 0 w,V2 0 0),(V2 0 0,V2 0 w)]
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, _rmPS = b
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, _rmBound = [map toV2 [(w,w),(0,2*w),(-w,w)]]
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}
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{- | Replace the first 'PutNothing' with a given 'PSType'. -}
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fillNothingPlacement :: PSType -> Room -> Room
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fillNothingPlacement pst r =
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r & rmPS %~ replaceNothingWith pst
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where
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replaceNothingWith x (Placement (PS p rot PutNothing) _: pss) = sPS p rot x : pss
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replaceNothingWith x (ps:pss) = ps : replaceNothingWith x pss
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replaceNothingWith _ [] = []
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{- | Successively fill 'PutNothing' placements with a list of given 'PSType's.
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-}
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fillNothingPlacements :: [PSType] -> Room -> Room
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fillNothingPlacements pst r = foldr fillNothingPlacement r pst
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{- | Randomise the ordering of placements in a room.
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Useful for randomising the position of generic placements such as 'PutNothing'. -}
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shufflePlacements :: RandomGen g => Room -> State g Room
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shufflePlacements r = do
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newPSs <- shuffle $ _rmPS r
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return $ r & rmPS .~ newPSs
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{- | A randomly generate room based on four randomly generated corners.
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Tight corridors, random placements. -}
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randomFourCornerRoom :: RandomGen g => State g Room
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randomFourCornerRoom = do
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corners <- replicateM 4 . join $ takeOne [fourthWall 100, fourthCornerWall 100]
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nItms <- state $ randomR (1,2)
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itms <- takeN nItms $ fmap PutFlIt $ [autoRadar,autoSonar,remoteLauncher,jetPack,blinkGun] ++ replicate 5 (medkit 500)
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nCrits <- state $ randomR (1,3)
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crits <- takeN nCrits $ fmap PutCrit $ [spreadGunCrit,pistolCrit,autoCrit,armourChaseCrit]
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++ replicate 20 chaseCrit
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randomiseAllLinks . fillNothingPlacements (crits ++ itms) =<<
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( shufflePlacements
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. foldr1 combineRooms
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$ zipWith (\r a -> shiftRoomBy (V2 0 0,a) r) corners [0,pi/2,pi,3*pi/2]
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)
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{- | Creates room with a central vault with doors around it.
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-}
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centerVaultRoom
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:: Float -- ^ Width
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-> Float -- ^ Height
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-> Float -- ^ Vault dimensions
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-> State g Room
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centerVaultRoom w h d = do
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return $ defaultRoom
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{ _rmPolys = [rectNSWE h (-h) (-w) w]
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, _rmLinks =
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[(V2 0 h , 0 )
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,(V2 w 0 ,-pi/2)
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,(V2 (-w) 0 , pi/2)
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,(V2 0 (-h), pi )
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]
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, _rmPath = []
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, _rmPS =
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[sps0 $ PutWall (rectNSEW ( d) (d - 30) ( d) (d - 30)) defaultWall
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,sps0 $ PutWall (rectNSEW ( d) (d - 30) (-d) (30 - d)) defaultWall
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,sps0 $ PutWall (rectNSEW (-d) (30 - d) ( d) (d - 30)) defaultWall
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,sps0 $ PutWall (rectNSEW (-d) (30 - d) (-d) (30 - d)) defaultWall
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-- ,sps0 $ PutForeground $ girder 55 10 10 (V2 (-w) (h/2)) (V2 w (h/2))
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,sps0 $ PutForeground $ girder 70 10 10 (V2 (d-11) (-d)) (V2 (d-11) (-h))
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-- ,mountedLight (V2 (-w) (h/2-20)) (V3 (20-w) (h/2-20) 70)
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-- ,mountedLight (V2 w (h/2-20)) (V3 (w-20) (h/2-20) 70)
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-- ,mountedLightV (V2 0 (d-20)) (V3 0 0 70)
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]
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++ map (\a -> mountedLightV (rotateV a $ V2 0 d) (rotate3z a $ V3 0 (d+30) 70))
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[0,0.5*pi,pi,1.5*pi]
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++ concat (map (\r -> map (shiftPlacement (V2 0 0,r)) $ theDoor)
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[0,pi/2,pi,3*pi/2])
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, _rmBound = [rectNSWE h (-h) (-w) w]
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}
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where
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col = dim $ dim $ bright red
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theDoor =
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[ Placement (PS (V2 35 (d+4)) 0 $ PutButton $ makeSwitch col red id id)
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$ \btid -> jspsJ (V2 0 (d-10)) 0 (PutSingleDoor col (cond' btid) (V2 (-21) 0) (V2 0 0) 2)
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$ sPS (V2 0 (d-10)) 0 (PutSingleDoor col (cond' btid) (V2 21 0) (V2 0 0) 2)
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]
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--cond i w' = or $ M.lookup (DoorNumOpen i) (_worldState w')
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cond' btid w' = _btState (_buttons w' IM.! btid) == BtOn
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