{-# LANGUAGE RecordWildCards #-} -------------------------------------------------------------------------------- module Xanthous.Generators.Level.LevelContents ( chooseCharacterPosition , randomItems , randomCreatures , randomDoors , placeDownStaircase , tutorialMessage , entityFromRaw ) where -------------------------------------------------------------------------------- import Xanthous.Prelude hiding (any, toList) -------------------------------------------------------------------------------- import Control.Monad.Random import Data.Array.IArray (amap, bounds, rangeSize, (!)) import qualified Data.Array.IArray as Arr import Data.Foldable (any, toList) import Linear.V2 -------------------------------------------------------------------------------- import Xanthous.Generators.Level.Util import Xanthous.Random hiding (chance) import qualified Xanthous.Random as Random import Xanthous.Data ( positionFromV2, Position, _Position , rotations, arrayNeighbors, Neighbors(..) , neighborPositions ) import Xanthous.Data.EntityMap (EntityMap, _EntityMap) import Xanthous.Entities.Raws (rawsWithType, RawType, raw) import qualified Xanthous.Entities.Item as Item import Xanthous.Entities.Item (Item) import qualified Xanthous.Entities.Creature as Creature import Xanthous.Entities.Creature (Creature) import Xanthous.Entities.Environment (GroundMessage(..), Door(..), unlockedDoor, Staircase(..)) import Xanthous.Messages (message_) import Xanthous.Util.Graphics (circle) import Xanthous.Entities.RawTypes import Xanthous.Entities.Creature.Hippocampus (initialHippocampus) import Xanthous.Entities.Common (inRightHand, asWieldedItem, wielded) import Xanthous.Game.State (SomeEntity(SomeEntity)) -------------------------------------------------------------------------------- chooseCharacterPosition :: MonadRandom m => Cells -> m Position chooseCharacterPosition = randomPosition randomItems :: MonadRandom m => Cells -> m (EntityMap Item) randomItems = randomEntities (fmap Identity . Item.newWithType) (0.0004, 0.001) placeDownStaircase :: MonadRandom m => Cells -> m (EntityMap Staircase) placeDownStaircase cells = do pos <- randomPosition cells pure $ _EntityMap # [(pos, DownStaircase)] randomDoors :: MonadRandom m => Cells -> m (EntityMap Door) randomDoors cells = do doorRatio <- getRandomR subsetRange let numDoors = floor $ doorRatio * fromIntegral (length candidateCells) doorPositions = removeAdjacent . fmap positionFromV2 . take numDoors $ candidateCells doors = zip doorPositions $ repeat unlockedDoor pure $ _EntityMap # doors where removeAdjacent = foldr (\pos acc -> if pos `elem` (acc >>= toList . neighborPositions) then acc else pos : acc ) [] candidateCells = filter doorable $ Arr.indices cells subsetRange = (0.8 :: Double, 1.0) doorable pos = not (fromMaybe True $ cells ^? ix pos) && any (teeish . fmap (fromMaybe True)) (rotations $ arrayNeighbors cells pos) -- only generate doors at the *ends* of hallways, eg (where O is walkable, -- X is a wall, and D is a door): -- -- O O O -- X D X -- O teeish (fmap not -> (Neighbors tl t tr l r _ b _ )) = and [tl, t, tr, b] && (and . fmap not) [l, r] randomCreatures :: MonadRandom m => Word -- ^ Level number, starting at 0 -> Cells -> m (EntityMap Creature) randomCreatures levelNumber = randomEntities maybeNewCreature (0.0007, 0.002) where maybeNewCreature cType | maybe True (canGenerate levelNumber) $ cType ^. generateParams = Just <$> newCreatureWithType cType | otherwise = pure Nothing newCreatureWithType :: MonadRandom m => CreatureType -> m Creature newCreatureWithType _creatureType = do let _hitpoints = _creatureType ^. maxHitpoints _hippocampus = initialHippocampus equipped <- fmap join . traverse genEquipped $ _creatureType ^.. generateParams . _Just . equippedItem . _Just let _inventory = maybe id (\ei -> wielded .~ inRightHand ei) (headMay equipped) mempty pure Creature.Creature {..} where genEquipped cei = do doGen <- Random.chance $ cei ^. chance let entName = cei ^. entityName itemType = fromMaybe (error $ "raw \"" <> unpack entName <> "\" not of type Item") . preview _Item . fromMaybe (error $ "Could not find raw: " <> unpack entName) $ raw entName item <- Item.newWithType itemType if doGen then pure [fromMaybe (error $ "raw \"" <> unpack entName <> "\" not wieldable") $ preview asWieldedItem item] else pure [] tutorialMessage :: MonadRandom m => Cells -> Position -- ^ CharacterPosition -> m (EntityMap GroundMessage) tutorialMessage cells characterPosition = do let distance = 2 pos <- fmap (fromMaybe (error "No valid positions for tutorial message?")) . choose . ChooseElement $ accessiblePositionsWithin distance cells characterPosition msg <- message_ ["tutorial", "message1"] pure $ _EntityMap # [(pos, GroundMessage msg)] where accessiblePositionsWithin :: Int -> Cells -> Position -> [Position] accessiblePositionsWithin dist valid pos = review _Position <$> filter (\pt -> not $ valid ! (fromIntegral <$> pt)) (circle (pos ^. _Position) dist) randomEntities :: forall entity raw m t. (MonadRandom m, RawType raw, Functor t, Foldable t) => (raw -> m (t entity)) -> (Float, Float) -> Cells -> m (EntityMap entity) randomEntities newWithType sizeRange cells = case fromNullable $ rawsWithType @raw of Nothing -> pure mempty Just raws -> do let len = rangeSize $ bounds cells (numEntities :: Int) <- floor . (* fromIntegral len) <$> getRandomR sizeRange entities <- for [0..numEntities] $ const $ do pos <- randomPosition cells r <- choose raws entities <- newWithType r pure $ (pos, ) <$> entities pure $ _EntityMap # (entities >>= toList) randomPosition :: MonadRandom m => Cells -> m Position randomPosition = fmap positionFromV2 . choose . impureNonNull . cellCandidates -- cellCandidates :: Cells -> Cells cellCandidates :: Cells -> Set (V2 Word) cellCandidates -- find the largest contiguous region of cells in the cave. = maximumBy (compare `on` length) . fromMaybe (error "No regions generated! this should never happen.") . fromNullable . regions -- cells ends up with true = wall, we want true = can put an item here . amap not entityFromRaw :: MonadRandom m => EntityRaw -> m SomeEntity entityFromRaw (Creature ct) = SomeEntity <$> newCreatureWithType ct entityFromRaw (Item it) = SomeEntity <$> Item.newWithType it