diff options
author | Griffin Smith <root@gws.fyi> | 2019-09-10T00·54-0400 |
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committer | Griffin Smith <root@gws.fyi> | 2019-09-10T00·54-0400 |
commit | 9ebdc6fbb446fea5e505172a6b3dd459beaf3552 (patch) | |
tree | a1403026afb597e12c25e84ef8991f062655e5b8 /src/Xanthous/App.hs | |
parent | e01cf9b0565eaa9c09e19f66331a2010aea908cb (diff) |
Convert generated levels to walls
Add support for converting generated levels to walls, and merge one into the entity map at the beginning of the game. There's nothing here that guarantees the character ends up *inside* the level though (they almost always don't) so that'll have to be slotted into the level generation process.
Diffstat (limited to 'src/Xanthous/App.hs')
-rw-r--r-- | src/Xanthous/App.hs | 29 |
1 files changed, 23 insertions, 6 deletions
diff --git a/src/Xanthous/App.hs b/src/Xanthous/App.hs index 6cf22135a7a4..af6b5caf6178 100644 --- a/src/Xanthous/App.hs +++ b/src/Xanthous/App.hs @@ -1,25 +1,30 @@ module Xanthous.App (makeApp) where - +-------------------------------------------------------------------------------- import Xanthous.Prelude import Brick hiding (App, halt, continue, raw) import qualified Brick import Graphics.Vty.Attributes (defAttr) import Graphics.Vty.Input.Events (Event(EvKey)) import Control.Monad.State (get) - +import Control.Monad.Random (getRandom) +-------------------------------------------------------------------------------- import Xanthous.Command -import Xanthous.Data (move, Position(..)) +import Xanthous.Data (move, Position(..), Dimensions'(Dimensions), Dimensions) import qualified Xanthous.Data.EntityMap as EntityMap +import Xanthous.Data.EntityMap (EntityMap) import Xanthous.Game import Xanthous.Game.Draw (drawGame) import Xanthous.Monad import Xanthous.Resource (Name) - +-------------------------------------------------------------------------------- import Xanthous.Entities.Creature (Creature) import qualified Xanthous.Entities.Creature as Creature import Xanthous.Entities.RawTypes (EntityRaw(..)) import Xanthous.Entities.Raws (raw) -import Xanthous.Entities.SomeEntity +import Xanthous.Entities +import Xanthous.Generators +import qualified Xanthous.Generators.CaveAutomata as CaveAutomata +-------------------------------------------------------------------------------- type App = Brick.App GameState () Name type AppM a = AppT (EventM Name) a @@ -43,7 +48,10 @@ testGormlak = startEvent :: AppM () startEvent = do - () <- say ["welcome"] + say_ ["welcome"] + level <- generateLevel SCaveAutomata CaveAutomata.defaultParams + $ Dimensions 120 80 + entities <>= level entities %= EntityMap.insertAt (Position 10 10) (SomeEntity testGormlak) handleEvent :: BrickEvent Name () -> AppM (Next GameState) @@ -62,3 +70,12 @@ handleCommand (Move dir) = do handleCommand PreviousMessage = do messageHistory %= popMessage continue + +-------------------------------------------------------------------------------- + +generateLevel :: SGenerator gen -> Params gen -> Dimensions -> AppM (EntityMap SomeEntity) +generateLevel g ps dims = do + gen <- use randomGen + let cells = generate g ps dims gen + _ <- getRandom @_ @Int -- perturb the generator, so we don't get the same level twice + pure $ SomeEntity <$> cellsToWalls cells |