e76567b9e7
Add a dungeon level generator, which: 1. generates an infinite sequence of rectangular rooms within the dimensions of the level 2. removes any duplicates from that sequence 3. Generates a graph from the delaunay triangulation of the centerpoints of those rooms 4. Generates the minimum-spanning-tree of that delaunay triangulation, with weights given by line length in points 5. Adds back a subset (default 10-15%) of edges from the delaunay triangulation to the graph 6. Uses the resulting graph to draw corridors between the rooms, using a random point on the near edge of each room to pick the points of the corridors
13 lines
796 B
Diff
13 lines
796 B
Diff
diff --git a/src/Data/Geometry/PlanarSubdivision/Merge.hs b/src/Data/Geometry/PlanarSubdivision/Merge.hs
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index 1136114..3f4e7bb 100644
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--- a/src/Data/Geometry/PlanarSubdivision/Merge.hs
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+++ b/src/Data/Geometry/PlanarSubdivision/Merge.hs
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@@ -153,7 +153,7 @@ mergeWith' mergeFaces p1 p2 = PlanarSubdivision cs vd rd rf
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-- we have to shift the number of the *Arcs*. Since every dart
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-- consists of two arcs, we have to shift by numDarts / 2
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-- Furthermore, we take numFaces - 1 since we want the first
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- -- *internal* face of p2 (the one with FaceId 1) to correspond with the first free
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+ -- /internal/ face of p2 (the one with FaceId 1) to correspond with the first free
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-- position (at index numFaces)
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cs = p1^.components <> p2'^.components
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