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+{-# LANGUAGE RecordWildCards #-}
+{-# LANGUAGE GADTs           #-}
+{-# LANGUAGE TemplateHaskell #-}
+--------------------------------------------------------------------------------
+module Xanthous.Generators
+  ( generate
+  , Generator(..)
+  , SGenerator(..)
+  , GeneratorInput(..)
+  , generateFromInput
+  , parseGeneratorInput
+  , showCells
+  , Level(..)
+  , levelWalls
+  , levelItems
+  , levelCreatures
+  , levelDoors
+  , levelCharacterPosition
+  , levelTutorialMessage
+  , levelExtra
+  , generateLevel
+  , levelToEntityMap
+  ) where
+--------------------------------------------------------------------------------
+import           Xanthous.Prelude
+import           Data.Array.Unboxed
+import qualified Options.Applicative as Opt
+import           Control.Monad.Random
+--------------------------------------------------------------------------------
+import qualified Xanthous.Generators.CaveAutomata as CaveAutomata
+import qualified Xanthous.Generators.Dungeon as Dungeon
+import           Xanthous.Generators.Util
+import           Xanthous.Generators.LevelContents
+import           Xanthous.Generators.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