Merge remote-tracking branch 'origin/Mapping' into tessallation
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2ecf4fe5c4
@ -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 +30,32 @@ 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 [] m = m
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aplAll (f:fs) m = aplAll fs $ f m
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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 +69,3 @@ 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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@ -30,6 +30,8 @@ import Linear
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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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@ -57,7 +59,7 @@ 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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@ -88,7 +90,8 @@ 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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@ -3,30 +3,7 @@ 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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@ -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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