-------------------------------------------------------------------------------- module Xanthous.Generators.LevelContents ( chooseCharacterPosition , randomItems , randomCreatures , randomDoors , placeDownStaircase , tutorialMessage ) 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.Util import Xanthous.Random import Xanthous.Data ( positionFromV2, Position, _Position , rotations, arrayNeighbors, Neighbors(..) , neighborPositions ) import Xanthous.Data.EntityMap (EntityMap, _EntityMap) import Xanthous.Entities.Raws (rawsWithType, RawType) 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) -------------------------------------------------------------------------------- chooseCharacterPosition :: MonadRandom m => Cells -> m Position chooseCharacterPosition = randomPosition randomItems :: MonadRandom m => Cells -> m (EntityMap Item) randomItems = randomEntities 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 => Cells -> m (EntityMap Creature) randomCreatures = randomEntities Creature.newWithType (0.0007, 0.002) 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. (MonadRandom m, RawType raw) => (raw -> 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 raw <- choose raws let entity = newWithType raw pure (pos, entity) pure $ _EntityMap # entities 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