{-# LANGUAGE RecordWildCards #-}
{-# LANGUAGE GADTs #-}
{-# LANGUAGE TemplateHaskell #-}
--------------------------------------------------------------------------------
module Xanthous.Generators
( generate
, SGenerator(..)
, GeneratorInput
, generateFromInput
, parseGeneratorInput
, showCells
, Level(..)
, levelWalls
, levelItems
, levelCreatures
, levelCharacterPosition
, generateLevel
) where
--------------------------------------------------------------------------------
import Xanthous.Prelude hiding (Level)
import Data.Array.Unboxed
import System.Random (RandomGen)
import qualified Options.Applicative as Opt
import Control.Monad.Random
--------------------------------------------------------------------------------
import qualified Xanthous.Generators.CaveAutomata as CaveAutomata
import Xanthous.Generators.Util
import Xanthous.Generators.LevelContents
import Xanthous.Data (Dimensions, Position(Position))
import Xanthous.Data.EntityMap (EntityMap)
import qualified Xanthous.Data.EntityMap as EntityMap
import Xanthous.Entities.Environment
import Xanthous.Entities.Item (Item)
import Xanthous.Entities.Creature (Creature)
--------------------------------------------------------------------------------
data Generator = CaveAutomata
deriving stock (Show, Eq)
data SGenerator (gen :: Generator) where
SCaveAutomata :: SGenerator 'CaveAutomata
type family Params (gen :: Generator) :: Type where
Params 'CaveAutomata = CaveAutomata.Params
generate
:: RandomGen g
=> SGenerator gen
-> Params gen
-> Dimensions
-> g
-> Cells
generate SCaveAutomata = CaveAutomata.generate
data GeneratorInput where
GeneratorInput :: forall gen. SGenerator gen -> Params gen -> GeneratorInput
generateFromInput :: RandomGen g => GeneratorInput -> Dimensions -> g -> Cells
generateFromInput (GeneratorInput sg ps) = generate sg ps
parseGeneratorInput :: Opt.Parser GeneratorInput
parseGeneratorInput = Opt.subparser $
Opt.command "cave" (Opt.info
(GeneratorInput <$> pure SCaveAutomata <*> CaveAutomata.parseParams)
(Opt.progDesc "cellular-automata based cave generator"))
showCells :: Cells -> Text
showCells arr =
let ((minX, minY), (maxX, maxY)) = bounds arr
showCellVal True = "x"
showCellVal False = " "
showCell = showCellVal . (arr !)
row r = foldMap (showCell . (, r)) [minX..maxX]
rows = row <$> [minY..maxY]
in intercalate "\n" rows
cellsToWalls :: Cells -> EntityMap Wall
cellsToWalls cells = foldl' maybeInsertWall mempty . assocs $ cells
where
maybeInsertWall em (pos@(x, y), True)
| not (surroundedOnAllSides pos) =
let x' = fromIntegral x
y' = fromIntegral y
in EntityMap.insertAt (Position x' y') Wall em
maybeInsertWall em _ = em
surroundedOnAllSides pos = numAliveNeighbors cells pos == 8
--------------------------------------------------------------------------------
data Level = Level
{ _levelWalls :: !(EntityMap Wall)
, _levelItems :: !(EntityMap Item)
, _levelCreatures :: !(EntityMap Creature)
, _levelCharacterPosition :: !Position
}
makeLenses ''Level
generateLevel :: MonadRandom m => SGenerator gen -> Params gen -> Dimensions -> m Level
generateLevel gen ps dims = do
rand <- mkStdGen <$> getRandom
let cells = generate gen ps dims rand
_levelWalls = cellsToWalls cells
_levelItems <- randomItems cells
_levelCreatures <- randomCreatures cells
_levelCharacterPosition <- chooseCharacterPosition cells
pure Level {..}