From 006e5231e526b3b1e9d06644bd1d2de9d5decb1e Mon Sep 17 00:00:00 2001 From: Griffin Smith Date: Sat, 12 Jun 2021 14:57:30 -0400 Subject: refactor(xanthous): Generators -> Generators.Level I'm going to start adding generators for things like text soon, so it makes sense to specifically sequester level generators as their own thing Change-Id: I175025375204fab7d75eba67dd06dab9bd2939d3 Reviewed-on: https://cl.tvl.fyi/c/depot/+/3201 Reviewed-by: grfn Tested-by: BuildkiteCI --- .../grfn/xanthous/src/Xanthous/Generators/Level.hs | 168 +++++++++++++++++++++ 1 file changed, 168 insertions(+) create mode 100644 users/grfn/xanthous/src/Xanthous/Generators/Level.hs (limited to 'users/grfn/xanthous/src/Xanthous/Generators/Level.hs') diff --git a/users/grfn/xanthous/src/Xanthous/Generators/Level.hs b/users/grfn/xanthous/src/Xanthous/Generators/Level.hs new file mode 100644 index 000000000000..81f21f55ff00 --- /dev/null +++ b/users/grfn/xanthous/src/Xanthous/Generators/Level.hs @@ -0,0 +1,168 @@ +{-# 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 +-------------------------------------------------------------------------------- +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 -- cgit 1.4.1