{-# LANGUAGE RecordWildCards #-}
{-# LANGUAGE GADTs #-}
{-# LANGUAGE TemplateHaskell #-}
--------------------------------------------------------------------------------
module Xanthous.Generators.Level
( generate
, Generator(..)
, SGenerator(..)
, GeneratorInput(..)
, generateFromInput
, parseGeneratorInput
, showCells
, Level(..)
, levelWalls
, levelItems
, levelCreatures
, levelDoors
, levelCharacterPosition
, levelTutorialMessage
, levelExtra
, generateLevel
, levelToEntityMap
) where
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import Xanthous.Prelude
import Data.Array.Unboxed
import qualified Options.Applicative as Opt
import Control.Monad.Random
--------------------------------------------------------------------------------
import qualified Xanthous.Generators.Level.CaveAutomata as CaveAutomata
import qualified Xanthous.Generators.Level.Dungeon as Dungeon
import Xanthous.Generators.Level.Util
import Xanthous.Generators.Level.LevelContents
import Xanthous.Generators.Level.Village as Village
import Xanthous.Data (Dimensions, Position'(Position), Position)
import Xanthous.Data.EntityMap (EntityMap, _EntityMap)
import qualified Xanthous.Data.EntityMap as EntityMap
import Xanthous.Entities.Environment
import Xanthous.Entities.Item (Item)
import Xanthous.Entities.Creature (Creature)
import Xanthous.Game.State (SomeEntity(..))
import Linear.V2
--------------------------------------------------------------------------------
data Generator
= CaveAutomata
| Dungeon
deriving stock (Show, Eq)
data SGenerator (gen :: Generator) where
SCaveAutomata :: SGenerator 'CaveAutomata
SDungeon :: SGenerator 'Dungeon
type family Params (gen :: Generator) :: Type where
Params 'CaveAutomata = CaveAutomata.Params
Params 'Dungeon = Dungeon.Params
generate
:: RandomGen g
=> SGenerator gen
-> Params gen
-> Dimensions
-> g
-> Cells
generate SCaveAutomata = CaveAutomata.generate
generate SDungeon = Dungeon.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
$ generatorCommand SCaveAutomata
"cave"
"Cellular-automata based cave generator"
CaveAutomata.parseParams
<> generatorCommand SDungeon
"dungeon"
"Classic dungeon map generator"
Dungeon.parseParams
where
generatorCommand sgen name desc parseParams =
Opt.command name
(Opt.info
(GeneratorInput <$> pure sgen <*> parseParams)
(Opt.progDesc desc)
)
showCells :: Cells -> Text
showCells arr =
let (V2 minX minY, V2 maxX maxY) = bounds arr
showCellVal True = "x"
showCellVal False = " "
showCell = showCellVal . (arr !)
row r = foldMap (showCell . (`V2` r)) [minX..maxX]
rows = row <$> [minY..maxY]
in intercalate "\n" rows
cellsToWalls :: Cells -> EntityMap Wall
cellsToWalls cells = foldl' maybeInsertWall mempty . assocs $ cells
where
maybeInsertWall em (pos@(V2 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)
, _levelDoors :: !(EntityMap Door)
, _levelItems :: !(EntityMap Item)
, _levelCreatures :: !(EntityMap Creature)
, _levelTutorialMessage :: !(EntityMap GroundMessage)
, _levelStaircases :: !(EntityMap Staircase)
, _levelExtra :: !(EntityMap SomeEntity) -- ^ TODO this is a bit of a hack...
, _levelCharacterPosition :: !Position
}
deriving stock (Generic)
deriving anyclass (NFData)
makeLenses ''Level
generateLevel
:: MonadRandom m
=> SGenerator gen
-> Params gen
-> Dimensions
-> m Level
generateLevel gen ps dims = do
rand <- mkStdGen <$> getRandom
let cells = generate gen ps dims rand
_levelWalls = cellsToWalls cells
village <- generateVillage cells gen
let _levelExtra = village
_levelItems <- randomItems cells
_levelCreatures <- randomCreatures cells
_levelDoors <- randomDoors cells
_levelCharacterPosition <- chooseCharacterPosition cells
let upStaircase = _EntityMap # [(_levelCharacterPosition, UpStaircase)]
downStaircase <- placeDownStaircase cells
let _levelStaircases = upStaircase <> downStaircase
_levelTutorialMessage <- tutorialMessage cells _levelCharacterPosition
pure Level {..}
levelToEntityMap :: Level -> EntityMap SomeEntity
levelToEntityMap level
= (SomeEntity <$> level ^. levelWalls)
<> (SomeEntity <$> level ^. levelDoors)
<> (SomeEntity <$> level ^. levelItems)
<> (SomeEntity <$> level ^. levelCreatures)
<> (SomeEntity <$> level ^. levelTutorialMessage)
<> (SomeEntity <$> level ^. levelStaircases)
<> (level ^. levelExtra)
generateVillage
:: MonadRandom m
=> Cells -- ^ Wall positions
-> SGenerator gen
-> m (EntityMap SomeEntity)
generateVillage wallPositions SCaveAutomata = Village.fromCave wallPositions
generateVillage _ _ = pure mempty