Merge remote-tracking branch 'origin/Mapping' into iqm
This commit is contained in:
commit
0af848996a
46
src/Map/Combinators.hs
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46
src/Map/Combinators.hs
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@ -0,0 +1,46 @@
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module Map.Combinators where
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import Map.Types
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import Map.Creation
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import Data.Array
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import System.Random
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-- preliminary
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infix 5 ->-
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(->-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap
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f ->- g = g . f
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-- also preliminary
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infix 5 -<-
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(-<-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap
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f -<- g = f . g
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lake :: Int -> PlayMap -> PlayMap
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lake = undefined
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river :: Int -> PlayMap -> PlayMap
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river = undefined
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mnt :: IO [PlayMap -> PlayMap]
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mnt = do g <- newStdGen
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let seeds = take 10 $ randoms g
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return $ map gaussMountain seeds
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gaussMountain :: Int -> PlayMap -> PlayMap
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gaussMountain seed mp = aplByPlace (liftUp c) (\(_,_) -> True) mp
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where
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g = mkStdGen seed
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c = head $ randomRs (bounds mp) g
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amp = head $ randomRs (5.0, 20.0) g
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sig = head $ randomRs (5.0, 25.0) g
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fi = fromIntegral
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htt = heightToTerrain
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-- TODO: Fix Lambda to True with sensible function, maybe rework giveNeighbourhood in Map.Map
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liftUp :: (Int, Int) -> Node -> Node
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liftUp (gx,gz) (Full (x,z) y _ b pl pa r s) = let y_neu = max y e
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in Full (x,z) y_neu (htt GrassIslandMap y_neu) b pl pa r s
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where e = gauss3Dgeneral amp (fi gx) (fi gz) sig sig (fi x) (fi z)
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liftUp (gx, gz) (Minimal (x,z)) = Full (x,z) e (htt GrassIslandMap e) BFlag NoPlayer NoPath Plain []
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where e = gauss3Dgeneral amp (fi gx) (fi gz) sig sig (fi x) (fi z)
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@ -2,7 +2,19 @@ module Map.Creation
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where
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import Map.Types
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import Map.Map
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import Data.Array
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import System.Random
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-- Orphan instance since this isn't where either Random nor Tuples are defined
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instance (Random x, Random y) => Random (x, y) where
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randomR ((x1, y1), (x2, y2)) gen1 = let (a, gen2) = randomR (x1, x2) gen1
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(b, gen3) = randomR (y1, y2) gen2
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in ((a, b), gen3)
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random gen1 = let (a, gen2) = random gen1
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(b, gen3) = random gen2 in ((a,b), gen3)
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-- | Generate a new Map of given Type and Size
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--
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@ -18,6 +30,31 @@ aplByPlace f g mp = array (bounds mp) (map (\(ab,c) -> if g ab then (ab, f c) el
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aplByNode :: (Node -> Node) -> (Node -> Bool) -> PlayMap -> PlayMap
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aplByNode f g mp = array (bounds mp) (map (\(ab,c) -> (if g c then (ab, f c) else (ab,c))) (assocs mp))
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aplAll :: [a -> a] -> a -> a
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aplAll fs m = foldl (\ m f -> f m) m fs
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-- general 3D-Gaussian
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gauss3Dgeneral :: Floating q =>
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q -- ^ Amplitude
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-> q -- ^ Origin on X-Achsis
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-> q -- ^ Origin on Z-Achsis
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-> q -- ^ Sigma on X
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-> q -- ^ Sigma on Z
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-> q -- ^ Coordinate in question on X
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-> q -- ^ Coordinate in question on Z
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-> q -- ^ elevation on coordinate in question
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gauss3Dgeneral amp x0 z0 sX sZ x z = amp * exp(-(((x-x0)^(2 :: Integer)/(2 * sX^(2 :: Integer)))+((z-z0)^(2 :: Integer)/(2 * sZ^(2 :: Integer)))))
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-- specialised 3D gaussian with an origin on 100/100, an amplitude of 15 and two sigmas of 15
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gauss3D :: Floating q =>
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q -- ^ X-Coordinate
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-> q -- ^ Z-Coordinate
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-> q -- ^ elevation on coordinate in quesion
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gauss3D = gauss3Dgeneral 15 100.0 100.0 15.0 15.0
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-- 2D Manhattan distance
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mnh2D :: (Int,Int) -> (Int,Int) -> Int
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mnh2D (a,b) (c,d) = abs (a-c) + abs (b-d)
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-- | Basic Terrain-Generator. Will not implement "abnormal" Stuff for given Biome
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-- (like Deserts on Grass-Islands or Grass on Deserts)
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@ -31,11 +68,3 @@ heightToTerrain GrassIslandMap y
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| y < 10 = Hill
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| otherwise = Mountain
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heightToTerrain _ _ = undefined
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type Seed = (XCoord, ZCoord)
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-- | Add lakes on generated Map from (possible) Seeds noted before.
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--
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-- TODO: implement and erode terrain on the way down.
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addLakes :: PlayMap -> [Seed] -> PlayMap
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addLakes m s = undefined
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@ -27,9 +27,12 @@ import Foreign.Storable (sizeOf)
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import Foreign.Ptr (Ptr, nullPtr, plusPtr)
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import Render.Misc (checkError)
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import Linear
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import Control.Arrow ((***))
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import Map.Types
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import Map.StaticMaps
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import Map.Creation
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import Map.Combinators
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type Height = Float
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@ -41,7 +44,7 @@ type GraphicsMap = Array (Int, Int) MapEntry
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-- converts from classical x/z to striped version of a map
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convertToStripeMap :: PlayMap -> PlayMap
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convertToStripeMap mp = array (stripify l, stripify u) (map (\(i,e) -> (stripify i,strp e)) (assocs mp))
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convertToStripeMap mp = array (stripify l, stripify u) (map (stripify *** strp) (assocs mp))
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where
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(l,u) = bounds mp
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@ -57,7 +60,7 @@ convertToGraphicsMap :: PlayMap -> GraphicsMap
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convertToGraphicsMap mp = array (bounds mp) [(i, graphicsyfy (mp ! i))| i <- indices mp]
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where
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graphicsyfy :: Node -> MapEntry
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graphicsyfy (Minimal _ ) = (0, Grass)
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graphicsyfy (Minimal _ ) = (1.0, Grass)
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graphicsyfy (Full _ y t _ _ _ _ _ ) = (y, t)
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lineHeight :: GLfloat
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@ -75,7 +78,7 @@ bufferObjectPtr = plusPtr (nullPtr :: Ptr GLfloat) . fromIntegral
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mapVertexArrayDescriptor :: NumComponents -> NumComponents -> VertexArrayDescriptor GLfloat
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mapVertexArrayDescriptor count' offset =
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VertexArrayDescriptor count' Float mapStride (bufferObjectPtr ((fromIntegral offset)*sizeOf (0 :: GLfloat)) ) --(fromIntegral numComponents * offset))
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VertexArrayDescriptor count' Float mapStride (bufferObjectPtr (fromIntegral offset * sizeOf (0 :: GLfloat)) ) --(fromIntegral numComponents * offset))
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fgColorIndex :: (IntegerHandling, VertexArrayDescriptor GLfloat)
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fgColorIndex = (ToFloat, mapVertexArrayDescriptor 4 0) --color first
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@ -88,7 +91,8 @@ fgVertexIndex = (ToFloat, mapVertexArrayDescriptor 3 7) --vertex after normal
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getMapBufferObject :: IO (BufferObject, NumArrayIndices)
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getMapBufferObject = do
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myMap' <- return $ convertToGraphicsMap $ convertToStripeMap mapNoise
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mountains <- mnt
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myMap' <- return $ convertToGraphicsMap $ convertToStripeMap $ aplAll mountains mapEmpty
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! myMap <- return $ generateTriangles myMap'
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len <- return $ fromIntegral $ P.length myMap `div` numComponents
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putStrLn $ P.unwords ["num verts in map:",show len]
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@ -2,12 +2,43 @@ module Map.Map where
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import Map.Types
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-- potentially to be expanded to Nodes
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giveNeighbours :: (Int, Int) -> [(Int,Int)]
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giveNeighbours (x,y) = filter (not . negative) all
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import Data.Array (bounds)
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import Data.List (sort, group)
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-- WARNING: Does NOT Check for neighbours exceeding maximum map coordinates yet.
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unsafeGiveNeighbours :: (Int, Int) -- ^ original coordinates
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-> [(Int,Int)] -- ^ list of neighbours
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unsafeGiveNeighbours (x,z) = filter (not . negative) allNs
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where
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all = if even y then [(x+1,y), (x-1,y), (x,y+1), (x,y-1), (x+1,y+1), (x+1,y-1)]
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else [(x+1,y), (x-1,y), (x,y+1), (x,y-1), (x-1,y+1), (x-1,y-1)]
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allNs = if even z then [(x+1,z), (x-1,z), (x,z+1), (x,z-1), (x+1,z+1), (x+1,z-1)]
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else [(x+1,z), (x-1,z), (x,z+1), (x,z-1), (x-1,z+1), (x-1,z-1)]
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negative :: (Int, Int) -> Bool
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negative (x,y) = x < 0 || y < 0
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negative (a,b) = a < 0 || b < 0
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giveNeighbours :: PlayMap -- ^ Map on which to find neighbours
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-> (Int, Int) -- ^ original coordinates
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-> [(Int, Int)] -- ^ list of neighbours
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giveNeighbours mp (x,z) = filter (not . outOfBounds mp) allNs
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where
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allNs = if even z then [(x+1,z), (x-1,z), (x,z+1), (x,z-1), (x+1,z+1), (x+1,z-1)]
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else [(x+1,z), (x-1,z), (x,z+1), (x,z-1), (x-1,z+1), (x-1,z-1)]
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outOfBounds :: PlayMap -> (Int, Int) -> Bool
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outOfBounds mp' (a,b) = let (lo,hi) = bounds mp' in
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a < fst lo || b < snd lo || a > fst hi || b > snd hi
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giveNeighbourhood :: PlayMap -- ^ map on which to find neighbourhood
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-> Int -- ^ iterative
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-> (Int, Int) -- ^ original coordinates
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-> [(Int, Int)] -- ^ neighbourhood
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giveNeighbourhood _ 0 (a,b) = [(a,b)]
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giveNeighbourhood mp n (a,b) = let ns = giveNeighbours mp (a,b) in
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remdups . concat $ ns : map (giveNeighbourhood mp (n-1)) ns
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-- removing duplicates in O(n log n), losing order and adding Ord requirement
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remdups :: Ord a => [a] -> [a]
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remdups = map head . group . sort
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prop_rd_idempot :: Ord a => [a] -> Bool
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prop_rd_idempot xs = remdups xs == (remdups . remdups) xs
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@ -3,44 +3,21 @@ where
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import Map.Types
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import Data.Array
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import Map.Creation (heightToTerrain)
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-- general 3D-Gaussian
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gauss3Dgeneral :: Floating q =>
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q -- ^ Amplitude
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-> q -- ^ Origin on X-Achsis
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-> q -- ^ Origin on Z-Achsis
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-> q -- ^ Sigma on X
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-> q -- ^ Sigma on Z
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-> q -- ^ Coordinate in question on X
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-> q -- ^ Coordinate in question on Z
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-> q -- ^ elevation on coordinate in question
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gauss3Dgeneral amp x0 z0 sX sZ x z = amp * exp(-(((x-x0)^(2 :: Integer)/(2 * sX^(2 :: Integer)))+((z-z0)^(2 :: Integer)/(2 * sZ^(2 :: Integer)))))
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-- specialised 3D gaussian with an origin on 100/100, an amplitude of 15 and two sigmas of 15
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gauss3D :: Floating q =>
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q -- ^ X-Coordinate
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-> q -- ^ Z-Coordinate
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-> q -- ^ elevation on coordinate in quesion
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gauss3D = gauss3Dgeneral 15 100.0 100.0 15.0 15.0
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-- 2D Manhattan distance
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mnh2D :: (Int,Int) -> (Int,Int) -> Int
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mnh2D (a,b) (c,d) = abs (a-c) + abs (b-d)
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import Map.Creation
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-- entirely empty map, only uses the minimal constructor
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mapEmpty :: PlayMap
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mapEmpty = array ((0,0), (199,199)) [((a,b), (Minimal (a,b))) | a <- [0..199], b <- [0..199]]
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mapEmpty = array ((0,0), (199,199)) [((a,b), Minimal (a,b)) | a <- [0..199], b <- [0..199]]
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mapCenterMountain :: PlayMap
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mapCenterMountain = array ((0,0),(199,199)) nodes
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where
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nodes = water ++ beach ++ grass ++ hill ++ mountain
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water = [((a,b), (Full (a,b) 0.0 Ocean BNothing NoPlayer NoPath Plain [])) | a <- [0..199], b <- [0..199], (m2d (a,b)) > 95]
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beach = [((a,b), (Full (a,b) (g2d a b) Beach BNothing NoPlayer NoPath Plain [])) | a <- [0..199], b <- [0..199], (m2d (a,b)) <= 95, (m2d (a,b)) > 75]
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grass = [((a,b), (Full (a,b) (g2d a b) Grass BNothing NoPlayer NoPath Plain [])) | a <- [0..199], b <- [0..199], (m2d (a,b)) <= 75, (m2d (a,b)) > 25]
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hill = [((a,b), (Full (a,b) (g2d a b) Hill BNothing NoPlayer NoPath Plain [])) | a <- [0..199], b <- [0..199], (m2d (a,b)) <= 25, (m2d (a,b)) > 10]
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mountain = [((a,b), (Full (a,b) (g2d a b) Mountain BNothing NoPlayer NoPath Plain [])) | a <- [0..199], b <- [0..199], (m2d (a,b)) <= 10]
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water = [((a,b), Full (a,b) 0.0 Ocean BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199], m2d (a,b) > 95]
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beach = [((a,b), Full (a,b) (g2d a b) Beach BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199], m2d (a,b) <= 95, m2d (a,b) > 75]
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grass = [((a,b), Full (a,b) (g2d a b) Grass BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199], m2d (a,b) <= 75, m2d (a,b) > 25]
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hill = [((a,b), Full (a,b) (g2d a b) Hill BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199], m2d (a,b) <= 25, m2d (a,b) > 10]
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mountain = [((a,b), Full (a,b) (g2d a b) Mountain BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199], m2d (a,b) <= 10]
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g2d :: Int -> Int -> Float
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g2d x y = gauss3D (fromIntegral x) (fromIntegral y)
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@ -51,7 +28,7 @@ mapCenterMountain = array ((0,0),(199,199)) nodes
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-- small helper for some hills. Should be replaced by multi-layer perlin-noise
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-- TODO: Replace as given in comment.
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_noisyMap :: (Floating q) => q -> q -> q
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_noisyMap = \x y -> gauss3Dgeneral 15 100.0 100.0 15.0 15.0 x y
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_noisyMap x y = gauss3Dgeneral 15 100.0 100.0 15.0 15.0 x y
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+ gauss3Dgeneral 5 10.0 10.0 10.0 10.0 x y
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+ gauss3Dgeneral 5 150.0 120.0 10.0 10.0 x y
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+ gauss3Dgeneral 5 50.0 75.0 10.0 10.0 x y
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@ -61,14 +38,13 @@ _noisyMap = \x y -> gauss3Dgeneral 15 100.0 100.0 15.0 15.0 x y
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mapNoise :: PlayMap
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mapNoise = array ((0,0),(199,199)) nodes
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where
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nodes = [((a,b), (Full
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(a,b)
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nodes = [((a,b), Full (a,b)
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(height a b)
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(heightToTerrain GrassIslandMap $ height a b)
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BNothing
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NoPlayer
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NoPath
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Plain
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[])) | a <- [0..199], b <- [0..199]]
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[]) | a <- [0..199], b <- [0..199]]
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where
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height a b = (_noisyMap (fromIntegral a) (fromIntegral b))
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height a b = _noisyMap (fromIntegral a) (fromIntegral b)
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@ -20,7 +20,7 @@ data PlayerInfo = NoPlayer
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instance Show PlayerInfo where
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show (NoPlayer) = "not occupied"
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show (Occupied i) = "occupied by player " ++ (show i)
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show (Occupied i) = "occupied by player " ++ show i
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-- | Path info, is this node part of a path and if so, where does it lead?
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data PathInfo = NoPath
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@ -34,7 +34,7 @@ data ResInfo = Plain
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instance Show ResInfo where
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show (Plain) = "no resources"
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show (ResInfo res amt) = "Resource: " ++ (show res) ++ "," ++ (show amt)
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show (ResInfo res amt) = "Resource: " ++ show res ++ "," ++ show amt
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-- | What commodities are currently stored here?
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type StorInfo = [(Commodity,Amount)]
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@ -49,7 +49,7 @@ data BuildInfo = BStruc Structure
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| BLarge
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instance Show BuildInfo where
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show (BStruc s) = "Structure: " ++ (show s)
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show (BStruc s) = "Structure: " ++ show s
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show (BNothing) = "no Structure possible"
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show (BFlag) = "only flags possible"
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show (BMine) = "mines possible"
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@ -68,5 +68,5 @@ data TileType = Ocean
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-- TODO: Record Syntax
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data Node = Full (XCoord, ZCoord) YCoord TileType BuildInfo PlayerInfo PathInfo ResInfo StorInfo
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| Minimal (XCoord, ZCoord) -- defaults to empty green grass node on height 0
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| Minimal (XCoord, ZCoord) -- defaults to empty green grass node on height 1
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deriving (Show)
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