changed map a bit
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		@@ -3,5 +3,32 @@ where
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import Map.Types
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					import Map.Types
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					-- | Generate a new Map of given Type and Size
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					--
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					--   TODO:
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					--   1. Should take Size -> Type -> Playmap
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					--   2. plug together helper-functions for that terraintype
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newMap :: Int -> Int -> PlayMap
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					newMap :: Int -> Int -> PlayMap
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newMap = undefined
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					newMap = undefined
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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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					--
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					--   TODO: Implement Desert-Generator
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					heightToTerrain :: MapType -> YCoord -> TileType
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					heightToTerrain GrassIslandMap y
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					                | y < 0.1   = Ocean
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					                | y < 1     = Beach
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					                | y < 5     = Grass
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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 -> [Seeds] -> PlayMap
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					addLakes m s = undefined
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@@ -88,7 +88,7 @@ fgVertexIndex = (ToFloat, mapVertexArrayDescriptor 3 7) --vertex after normal
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getMapBufferObject :: IO (BufferObject, NumArrayIndices)
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					getMapBufferObject :: IO (BufferObject, NumArrayIndices)
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getMapBufferObject = do
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					getMapBufferObject = do
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        myMap'  <- return $ convertToGraphicsMap $ convertToStripeMap mapCenterMountain
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					        myMap'  <- return $ convertToGraphicsMap $ convertToStripeMap mapNoise
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        ! myMap <- return $ generateTriangles myMap'
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					        ! myMap <- return $ generateTriangles myMap'
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        len <- return $ fromIntegral $ P.length myMap `div` numComponents
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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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					        putStrLn $ P.unwords ["num verts in map:",show len]
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@@ -3,9 +3,10 @@ where
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import Map.Types
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					import Map.Types
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import Data.Array
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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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					-- general 3D-Gaussian
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gauss3Dgeneral :: Floating q => 
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					gauss3Dgeneral :: Floating q =>
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                  q    -- ^ Amplitude
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					                  q    -- ^ Amplitude
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                  -> q -- ^ Origin on X-Achsis
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					                  -> q -- ^ Origin on X-Achsis
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                  -> q -- ^ Origin on Z-Achsis
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					                  -> q -- ^ Origin on Z-Achsis
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@@ -18,7 +19,7 @@ gauss3Dgeneral amp x0 z0 sX sZ x z = amp * exp(-(((x-x0)^(2 :: Integer)/(2 * sX^
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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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					-- 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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					gauss3D :: Floating q =>
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           q     -- ^ X-Coordinate 
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					           q     -- ^ X-Coordinate
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           -> q  -- ^ Z-Coordinate
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					           -> q  -- ^ Z-Coordinate
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           -> q  -- ^ elevation on coordinate in quesion
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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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					gauss3D = gauss3Dgeneral 15 100.0 100.0 15.0 15.0
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@@ -36,14 +37,39 @@ mapCenterMountain :: PlayMap
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mapCenterMountain = array ((0,0),(199,199)) nodes
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					mapCenterMountain = array ((0,0),(199,199)) nodes
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    where
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					    where
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      nodes    = water ++ beach ++ grass ++ hill ++ mountain
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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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					      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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					      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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					      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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					      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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					      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 :: Int -> Int -> Float
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      g2d x y = gauss3D (fromIntegral x) (fromIntegral y)
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					      g2d x y = gauss3D (fromIntegral x) (fromIntegral y)
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      m2d :: (Int,Int) -> Int
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					      m2d :: (Int,Int) -> Int
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      m2d (x,y) = mnh2D (x,y) (100,100)
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					      m2d (x,y) = mnh2D (x,y) (100,100)
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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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					                +  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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					-- generates a noisy map
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					-- TODO: add real noise to a simple pattern
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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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					                            (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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					                 where
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					                    height a b = (_noisyMap (fromIntegral a) (fromIntegral b))
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