Files
loop/src/Dodge/Room/Procedural.hs
T
2022-06-15 14:05:59 +01:00

272 lines
11 KiB
Haskell

{- | Procedural creation of rooms and subroom parts. -}
module Dodge.Room.Procedural
( roomRect
, roomRectAutoLinks
, randomFourCornerRoom
, randomFourCornerRoomCrsIts
, centerVaultRoom
, combineRooms
, linksAndPath
, makeGrid
) where
import Dodge.Data
import Dodge.Placement.Shift
import Dodge.Default.Wall
--import Shape.Data
import Dodge.PlacementSpot
import Dodge.Placement.Instance
import Dodge.RoomLink
--import Dodge.Item.Weapon.Utility
import Dodge.Room.Link
import Dodge.Room.Path
import Dodge.Default.Room
--import Dodge.Item.Consumable
--import Dodge.Item.Equipment
--import Dodge.Item.Weapon
import RandomHelp
import Dodge.LevelGen.Data
import Dodge.LevelGen.Switch
import Dodge.Creature
import Geometry
import Picture
import Data.Tile
import LensHelp
import qualified Data.Set as S
import qualified Data.IntMap.Strict as IM
--import Control.Lens
-- This will need a cleanup, but it might change a bit first
{- A simple rectangular room with a light in the center.
Creates links and pathfinding graph. -}
roomRect
:: Float -- ^ Width
-> Float -- ^ Height
-> Int -- ^ Number of links on vertical walls
-> Int -- ^ Number of links on horizontal walls
-> Room
roomRect x y xn yn = defaultRoom
{ _rmPolys = [rectNSWE y 0 0 x ]
, _rmLinks = lnks
, _rmName = "rect"
, _rmPath = concatMap doublePair pth
--, _rmPos = map (roomposat (RoomPosOnPath S.empty)) posps
-- ++ map (roomposat (RoomPosOffPath S.empty)) interposps
, _rmPos = map makeonpos posps'
++ map makeoffpos interposps'
, _rmPmnts = []
, _rmBound = [rectNSWE (y+5) (-5) (-5) (x+5)]
, _rmFloor = Tiled [Tile
{ _tilePoly = rectNSWE y 0 0 x
, _tileZero = V2 0 0
, _tileX = V2 1 0
, _tileZ = 16
} ]
, _rmRandPSs = [psRandRanges (10,x-10) (10,y-10) (0,2*pi)]
, _rmType = RectRoomType
{ _numLinkEW = xn
, _numLinkNS = yn
, _linkGapEW = xd
, _linkGapNS = yd
, _rmWidth = x
, _rmHeight = y
}
}
where
yd = (y - 40) / fromIntegral yn
xd = (x - 40) / fromIntegral xn
somelnks poffset ps a = zip (map (+.+ poffset) ps) (repeat a)
wlnks = somelnks (V2 0 20) (gridPoints 0 1 yd (yn+1)) ( pi/2)
elnks = somelnks (V2 x 20) (gridPoints 0 1 yd (yn+1)) (-pi/2)
nlnks = somelnks (V2 20 y) (gridPoints xd (xn+1) 0 1 ) 0
slnks = somelnks (V2 20 0) (gridPoints xd (xn+1) 0 1 ) pi
lnks = m North (FromEdge West) (FromEdge East) nlnks
++ m East (FromEdge South) (FromEdge North) elnks
++ m West (FromEdge South) (FromEdge North) wlnks
++ m South (FromEdge West) (FromEdge East) slnks
m edge edgefrom1 edgefrom2 = zipWith (lnkBothAnd (OnEdge edge) edgefrom1 edgefrom2) [0..]
. zipCountDown
pth = linksAndPath' lnks $ map (bimap (+.+ V2 20 20) (+.+ V2 20 20)) (makeGrid xd xn yd yn)
makeonpos (p,a) = RoomPos p 0 (S.singleton $ RoomPosOnPath $ makerpedges a) NotLink 0
makerpedges (a,b) = S.fromList
[PathFromEdge South b
,PathFromEdge North (yn-b)
,PathFromEdge East (xn-a)
,PathFromEdge West a
]
posps' = map (over _1 (+.+ V2 20 20)) $ gridPoints'' xd (xn+1) yd (xn+1)
interposps' = map (over _1 (+.+ V2 (20 + xd/2) (20 + yd/2))) $ gridPoints'' xd xn yd yn
makeoffpos (p,a) = RoomPos p 0 (S.singleton $ RoomPosOffPath $ makerpedges' a) NotLink 0
makerpedges' (a,b) = S.fromList
[PathFromEdge South b
,PathFromEdge North (yn-(b+1))
,PathFromEdge East (xn-(a+1))
,PathFromEdge West a
]
zipCountDown :: [a] -> [(Int,a)]
zipCountDown xs = zip [length xs - 1, length xs - 2 ..] xs
lnkBothAnd :: RoomLinkType -> (Int -> RoomLinkType) -> (Int -> RoomLinkType)
-> Int -> (Int,(Point2,Float)) -> RoomLink
lnkBothAnd rlt ltcon ltcon2 i (j,(p,a)) = RoomLink
{ _rlType = S.fromList [OutLink,InLink,rlt,ltcon i,ltcon2 j]
, _rlPos = p
, _rlDir = a
}
{- Creates a rectangular room, automatically creates links and pathfinding graph at a sensible size. -}
-- it is not clear to me that this works for very small rooms (but it does seem
-- to do so)
roomRectAutoLinks :: Float -> Float -> Room
roomRectAutoLinks x y = roomRect x y (f x) (f y)
& rmName .~ "autoRect"
& rmPmnts .~ [mntLightLnkCond $ resetPLUse $ rprBool $ \rp _ -> isInLnk rp]
where
f z = max 1 $ (ceiling z - 40) `div` 60
{- Combines two rooms into one room.
- will have to work out exactly what to do with combining links
Mostly involves concatenation. -}
combineRooms :: Room -> Room -> Room
combineRooms r r' = defaultRoom
{ _rmPolys = _rmPolys r ++ _rmPolys r'
, _rmLinks = _rmLinks r ++ _rmLinks r'
, _rmPath = map clampPath $ _rmPath r ++ _rmPath r'
, _rmPmnts = _rmPmnts r ++ _rmPmnts r'
, _rmBound = _rmBound r ++ _rmBound r'
, _rmPos = _rmPos r ++ _rmPos r'
, _rmFloor = combineFloors (_rmFloor r) (_rmFloor r')
, _rmShift = (V2 0 0 , 0)
}
-- not that this assumes that any link paths are integral
clampPath :: (Point2,Point2) -> (Point2, Point2)
clampPath = bimap f f
where
f (V2 x y) = V2 (g x) (g y)
g = (fromIntegral :: Int -> Float) . floor
combineFloors :: Floor -> Floor -> Floor
combineFloors = const
{- Randomly generate a top fourth of a room possibly with a wall.
Add a light and a 'PutNothing' placement. -}
quarterRoomTri :: RandomGen g => Float -> State g Room
quarterRoomTri w = do
b <- takeOne
[ [ mntLS vShape (V2 0 w) (V3 0 (w-20) 70)
, blockLine (V2 (w/2) (w/2)) (V2 (w/2) w)
]
, [ blockLine (V2 (w/2) (w/2)) (V2 (negate $ w/2) (w/2))]
, [ blockLine (V2 (w/2) (w/2)) (V2 0 (w/2))
, blockLine (V2 (-29) w) (V2 0 (w/2)) & plType . putWall . wlRotateTo .~ False
]
]
pure $ defaultRoom
{ _rmPolys = [ [V2 0 0,V2 w w,V2 (-w) w] ]
, _rmLinks = [toBothLnk (V2 0 w, 0)]
, _rmPath = concatMap doublePair
[(V2 0 w,V2 0 (w-20))
,(V2 0 (w-20),V2 (w-20) (w-20))
,(V2 0 (w-20),V2 (55-w) (w-20))
,(V2 (55-w) (w-20),V2 (20-w) (w-20))
,(V2 0 (w-20),V2 0 0)
,(V2 (55-w) (w-20),V2 0 0)
]
, _rmPmnts = b ++ [ mntLS iShape (V2 (w-20) w) (V3 (w-20) (w-20) 70) ]
, _rmPos =
[ RoomPos (V2 (w-20) (w-20)) pi S.empty NotLink 0
, RoomPos (V2 (w-15) (w-25)) pi S.empty NotLink 0
]
, _rmBound = [[V2 0 0,V2 w w,V2 (-w) w]]
}
quarterRoomSquare :: RandomGen g => Float -> State g Room
quarterRoomSquare w = do
b <- takeOne
[ [ mntLS vShape (V2 0 (2*w-20)) (V3 0 (2*w-40) 70)
, blockLine (V2 (negate $ w/2) (w/2)) (V2 0 w)
]
, [ mntLS vShape (V2 0 (2*w-20)) (V3 0 (2*w-40) 70)
, blockLine (V2 (negate w) w ) (V2 0 w)
]
, [ mntLS iShape (V2 (0.7*w) (1.3*w)) (V3 (0.7*w-20) (1.3*w-20) 70)
, blockLine (V2 0 w) (V2 0 (w*2))
]
]
let thepoly = [ map toV2 [(0,0),(w,w),(0,2*w),(-w,w)] ]
pure $ defaultRoom
{ _rmPolys = thepoly
, _rmLinks = map toBothLnk
[ (V2 (w/2) (3*w/2), negate $ pi/4)
, (V2 (negate $ w/2) (3*w/2), pi/4)
]
, _rmPath = concatMap doublePair
[(V2 (0.5*w) (1.5*w),V2 (0.5*w-20) (1.5*w-20))
,(V2 (-0.5*w) (1.5*w),V2 (-0.5*w+20) (1.5*w-20))
,(V2 0 (2*w-40),V2 (-0.5*w+20) (1.5*w-20))
,(V2 0 (2*w-40),V2 (0.5*w-20) (1.5*w-20))
,(V2 (w-20) (w-20),V2 (0.5*w-20) (1.5*w-20))
,(V2 (20-w) (w-20),V2 (-0.5*w+20) (1.5*w-20))
--,(V2 (40-w) (w),V2 0 (w-40))
,(V2 (20-w) (w-20),V2 0 (w-40))
,(V2 0 0,V2 0 (w-40))
-- ,(V2 (20-w) (w-20),V2 (40-w) (w))
]
, _rmPmnts = b ++ [ blockLine (V2 (w/2) (w/2)) (V2 0 w) ]
, _rmPos = [ RoomPos p pi S.empty NotLink 0
| p <- [V2 20 (2*w-40),V2 25 (2*w-45)] ]
--, _rmBound = [map toV2 [(w,w),(0,2*w),(-w,w)]]
, _rmBound = [ map toV2 [(0,0),(w,w),(0,2*w),(-w,w)] ]
}
{- | A randomly generate room based on four randomly generated corners.
Tight corridors, random placements. -}
randomFourCornerRoom :: RandomGen g => [Item] -> State g Room
randomFourCornerRoom its = do
nCrits <- state $ randomR (1,3)
crits <- takeN nCrits <=< shuffle $ [spreadGunCrit,pistolCrit,autoCrit,armourChaseCrit]
++ replicate 20 chaseCrit
randomFourCornerRoomCrsIts crits its
{- | A randomly generate room based on four randomly generated corners.
Tight corridors. -}
randomFourCornerRoomCrsIts :: RandomGen g => [Creature] -> [Item] -> State g Room
randomFourCornerRoomCrsIts crits its = do
corners <- replicateM 4 . join $ takeOne [quarterRoomTri 100, quarterRoomSquare 100]
let putitms = map (\it -> sps0 (PutFlIt it) & plSpot .~ anyUnusedSpot) its
putcrits = map (\cr -> sps0 (PutCrit cr) & plSpot .~ unusedSpotAwayFromLink 50) crits
shuffleLinks
. (rmPmnts .++~ (sps0 putLamp : putitms ++ putcrits))
. foldr1 combineRooms
$ zipWith (\r a -> moveRoomBy (V2 0 0,a) r) corners [0,pi/2,pi,3*pi/2]
{- | Creates room with a central vault with doors around it. -}
centerVaultRoom
:: Float -- ^ Width
-> Float -- ^ Height
-> Float -- ^ Vault dimensions
-> State g Room
centerVaultRoom w h d = return $ defaultRoom
{ _rmPolys = [rectNSWE h (-h) (-w) w]
, _rmLinks =
[outLink (V2 0 h) 0
,outLink (V2 w 0) (-pi/2)
,outLink (V2 (-w) 0) (pi/2)
, inLink (V2 0 (-h)) pi ]
, _rmPath = []
, _rmPmnts =
[sps0 $ PutWall (rectNSEW d (d - 30) d (d - 30)) defaultWall
,sps0 $ PutWall (rectNSEW d (d - 30) (-d) (30 - d)) defaultWall
,sps0 $ PutWall (rectNSEW (-d) (30 - d) d (d - 30)) defaultWall
,sps0 $ PutWall (rectNSEW (-d) (30 - d) (-d) (30 - d)) defaultWall
]
++ map (\a -> mntLS vShape (rotateV a $ V2 0 d) (rotate3z a $ V3 0 (d+30) 70))
[0,0.5*pi,pi,1.5*pi]
++ concatMap (\r -> map (shiftPlacement (V2 0 0,r)) theDoor)
[0,pi/2,pi,3*pi/2]
, _rmBound = [rectNSWE h (-h) (-w) w]
, _rmName = "cenVault"
}
where
col = dim $ dim $ bright red
theDoor =
[ pContID (PS (V2 35 (d+4)) 0) (PutButton $ makeSwitch col red id id)
$ \btid -> jspsJ (V2 0 (d-10)) 0 (PutSlideDr False col (cond' btid) 1 (V2 (-21) 0) (V2 0 0) 2)
$ sPS (V2 0 (d-10)) 0 (PutSlideDr False col (cond' btid) 1 (V2 21 0) (V2 0 0) 2)
]
cond' btid w' = _btState (_buttons w' IM.! btid) == BtOn