Place doors on the level
Pick a random subset of cells on the level that have a wall on two opposite sides and are clear on the other two sides, and place closed, unlocked doors on those cells.
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4 changed files with 62 additions and 17 deletions
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@ -90,11 +90,7 @@ initLevel = do
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generateLevel SCaveAutomata CaveAutomata.defaultParams
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$ Dimensions 80 80
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entities <>= (SomeEntity <$> level ^. levelWalls)
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entities <>= (SomeEntity <$> level ^. levelItems)
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entities <>= (SomeEntity <$> level ^. levelCreatures)
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entities <>= (SomeEntity <$> level ^. levelTutorialMessage)
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entities <>= levelToEntityMap level
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characterPosition .= level ^. levelCharacterPosition
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--------------------------------------------------------------------------------
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@ -7,6 +7,7 @@ module Xanthous.Entities.Environment
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, Door(..)
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, open
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, locked
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, unlockedDoor
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-- * Messages
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, GroundMessage(..)
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) where
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@ -88,6 +89,13 @@ instance Entity Door where
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description _ = "a door"
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entityChar _ = "d"
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-- | A closed, unlocked door
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unlockedDoor :: Door
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unlockedDoor = Door
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{ _open = False
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, _locked = False
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}
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--------------------------------------------------------------------------------
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newtype GroundMessage = GroundMessage Text
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@ -13,9 +13,11 @@ module Xanthous.Generators
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, levelWalls
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, levelItems
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, levelCreatures
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, levelDoors
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, levelCharacterPosition
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, levelTutorialMessage
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, generateLevel
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, levelToEntityMap
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) where
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--------------------------------------------------------------------------------
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import Xanthous.Prelude hiding (Level)
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@ -34,6 +36,7 @@ import qualified Xanthous.Data.EntityMap as EntityMap
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import Xanthous.Entities.Environment
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import Xanthous.Entities.Item (Item)
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import Xanthous.Entities.Creature (Creature)
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import Xanthous.Game.State (SomeEntity(..))
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--------------------------------------------------------------------------------
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data Generator
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@ -109,6 +112,7 @@ cellsToWalls cells = foldl' maybeInsertWall mempty . assocs $ cells
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data Level = Level
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{ _levelWalls :: !(EntityMap Wall)
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, _levelDoors :: !(EntityMap Door)
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, _levelItems :: !(EntityMap Item)
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, _levelCreatures :: !(EntityMap Creature)
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, _levelTutorialMessage :: !(EntityMap GroundMessage)
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@ -116,13 +120,27 @@ data Level = Level
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}
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makeLenses ''Level
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generateLevel :: MonadRandom m => SGenerator gen -> Params gen -> Dimensions -> m Level
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generateLevel
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:: MonadRandom m
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=> SGenerator gen
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-> Params gen
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-> Dimensions
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-> m Level
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generateLevel gen ps dims = do
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rand <- mkStdGen <$> getRandom
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let cells = generate gen ps dims rand
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_levelWalls = cellsToWalls cells
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_levelItems <- randomItems cells
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_levelCreatures <- randomCreatures cells
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_levelDoors <- randomDoors cells
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_levelCharacterPosition <- chooseCharacterPosition cells
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_levelTutorialMessage <- tutorialMessage cells _levelCharacterPosition
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pure Level {..}
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levelToEntityMap :: Level -> EntityMap SomeEntity
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levelToEntityMap level
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= (SomeEntity <$> level ^. levelWalls)
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<> (SomeEntity <$> level ^. levelDoors)
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<> (SomeEntity <$> level ^. levelItems)
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<> (SomeEntity <$> level ^. levelCreatures)
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<> (SomeEntity <$> level ^. levelTutorialMessage)
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@ -3,6 +3,7 @@ module Xanthous.Generators.LevelContents
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( chooseCharacterPosition
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, randomItems
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, randomCreatures
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, randomDoors
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, tutorialMessage
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) where
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--------------------------------------------------------------------------------
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@ -10,6 +11,7 @@ import Xanthous.Prelude
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--------------------------------------------------------------------------------
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import Control.Monad.Random
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import Data.Array.IArray (amap, bounds, rangeSize, (!))
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import qualified Data.Array.IArray as Arr
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--------------------------------------------------------------------------------
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import Xanthous.Generators.Util
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import Xanthous.Random
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@ -20,7 +22,8 @@ import qualified Xanthous.Entities.Item as Item
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import Xanthous.Entities.Item (Item)
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import qualified Xanthous.Entities.Creature as Creature
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import Xanthous.Entities.Creature (Creature)
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import Xanthous.Entities.Environment (GroundMessage(..))
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import Xanthous.Entities.Environment
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(GroundMessage(..), Door(..), unlockedDoor)
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import Xanthous.Messages (message_)
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import Xanthous.Util.Graphics (circle)
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--------------------------------------------------------------------------------
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@ -31,6 +34,25 @@ chooseCharacterPosition = randomPosition
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randomItems :: MonadRandom m => Cells -> m (EntityMap Item)
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randomItems = randomEntities Item.newWithType (0.0004, 0.001)
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randomDoors :: MonadRandom m => Cells -> m (EntityMap Door)
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randomDoors cells = do
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doorRatio <- getRandomR subsetRange
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let numDoors = floor $ doorRatio * fromIntegral (length candidateCells)
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doorPositions = positionFromPair <$> take numDoors candidateCells
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doors = zip doorPositions $ repeat unlockedDoor
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pure $ _EntityMap # doors
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where
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candidateCells = filter doorable $ Arr.indices cells
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subsetRange = (0.8 :: Double, 1.0)
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doorable (x, y) =
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( fromMaybe True $ cells ^? ix (x - 1, y) -- left
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, fromMaybe True $ cells ^? ix (x, y - 1) -- top
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, fromMaybe True $ cells ^? ix (x + 1, y) -- right
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, fromMaybe True $ cells ^? ix (x, y + 1) -- bottom
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) `elem` [ (True, False, True, False)
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, (False, True, False, True)
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]
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randomCreatures :: MonadRandom m => Cells -> m (EntityMap Creature)
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randomCreatures = randomEntities Creature.newWithType (0.0007, 0.003)
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@ -73,14 +95,15 @@ randomEntities newWithType sizeRange cells =
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pure $ _EntityMap # entities
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randomPosition :: MonadRandom m => Cells -> m Position
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randomPosition cells = fmap positionFromPair . choose $ impureNonNull candidates
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where
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-- cells ends up with true = wall, we want true = can put an item here
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placeableCells = amap not cells
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randomPosition = fmap positionFromPair . choose . impureNonNull . cellCandidates
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-- find the largest contiguous region of cells in the cave.
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candidates
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= maximumBy (compare `on` length)
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$ fromMaybe (error "No regions generated! this should never happen.")
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$ fromNullable
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$ regions placeableCells
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-- cellCandidates :: Cells -> Cells
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cellCandidates :: Cells -> Set (Word, Word)
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cellCandidates
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-- find the largest contiguous region of cells in the cave.
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= maximumBy (compare `on` length)
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. fromMaybe (error "No regions generated! this should never happen.")
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. fromNullable
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. regions
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-- cells ends up with true = wall, we want true = can put an item here
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. amap not
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