Now generates a different unique map each time.

This commit is contained in:
Jonas Betzendahl 2014-04-24 12:44:58 +02:00
parent 2b435b7cb2
commit 0a7a882f8f
3 changed files with 4 additions and 28 deletions

View File

@ -69,27 +69,3 @@ heightToTerrain GrassIslandMap y
| y < 10 = Hill
| otherwise = Mountain
heightToTerrain _ _ = undefined
type Seed = (XCoord, ZCoord)
-- | Add lakes on generated Map from (possible) Seeds noted before.
--
-- TODO: implement and erode terrain on the way down.
addLakes :: PlayMap -> [Seed] -> PlayMap
addLakes = undefined
gaussMountain :: Int -> PlayMap -> PlayMap
gaussMountain seed mp = aplByPlace (liftUp c) (\(_,_) -> True) mp
where
g = mkStdGen seed
c = head $ randomRs (bounds mp) g
fi = fromIntegral
htt = heightToTerrain
-- TODO: Fix Lambda to True with sensible function, maybe rework giveNeighbourhood in Map.Map
liftUp :: (Int, Int) -> Node -> Node
liftUp (gx,gz) (Full (x,z) y _ b pl pa r s) = let y_neu = max y e
in (Full (x,z) y_neu (htt GrassIslandMap y_neu) b pl pa r s)
where e = gauss3Dgeneral 10.0 (fi gx) (fi gz) 5.0 5.0 (fi x) (fi z)
liftUp (gx, gz) (Minimal (x,z)) = Full (x,z) e (htt GrassIslandMap e) BFlag NoPlayer NoPath Plain []
where e = gauss3Dgeneral 10.0 (fi gx) (fi gz) 5.0 5.0 (fi x) (fi z)

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@ -31,6 +31,7 @@ import Linear
import Map.Types
import Map.StaticMaps
import Map.Creation
import Map.Combinators
type Height = Float
@ -58,7 +59,7 @@ convertToGraphicsMap :: PlayMap -> GraphicsMap
convertToGraphicsMap mp = array (bounds mp) [(i, graphicsyfy (mp ! i))| i <- indices mp]
where
graphicsyfy :: Node -> MapEntry
graphicsyfy (Minimal _ ) = (0, Grass)
graphicsyfy (Minimal _ ) = (1.0, Grass)
graphicsyfy (Full _ y t _ _ _ _ _ ) = (y, t)
lineHeight :: GLfloat
@ -89,8 +90,7 @@ fgVertexIndex = (ToFloat, mapVertexArrayDescriptor 3 7) --vertex after normal
getMapBufferObject :: IO (BufferObject, NumArrayIndices)
getMapBufferObject = do
let mountains = [(gaussMountain 123456), (gaussMountain 31415926),
(gaussMountain 101514119), (gaussMountain 0)]
mountains <- mnt
myMap' <- return $ convertToGraphicsMap $ convertToStripeMap $ aplAll mountains mapEmpty
! myMap <- return $ generateTriangles myMap'
len <- return $ fromIntegral $ P.length myMap `div` numComponents

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@ -68,5 +68,5 @@ data TileType = Ocean
-- TODO: Record Syntax
data Node = Full (XCoord, ZCoord) YCoord TileType BuildInfo PlayerInfo PathInfo ResInfo StorInfo
| Minimal (XCoord, ZCoord) -- defaults to empty green grass node on height 0
| Minimal (XCoord, ZCoord) -- defaults to empty green grass node on height 1
deriving (Show)