Merge remote-tracking branch 'origin/Mapping' into tessallation
Conflicts: Pioneers.cabal
This commit is contained in:
commit
38d807b9b1
@ -12,7 +12,10 @@ executable Pioneers
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ghc-options: -Wall -Odph -rtsopts -threaded -fno-liberate-case -funfolding-use-threshold1000 -funfolding-keeness-factor1000 -optlo-O3 -fllvm
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}
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other-module
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Map.Map,
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Map.Types,
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Map.Graphics,
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Map.Creation,
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Map.StaticMaps,
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Render.Misc,
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Render.Render,
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Render.RenderObject,
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@ -50,7 +50,7 @@ import Graphics.GLUtil.BufferObjects (offset0)
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import Graphics.Rendering.OpenGL.Raw.ARB.TessellationShader
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-- Our modules
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import Map.Map
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import Map.Graphics
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import Render.Misc (checkError,
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createFrustum, getCam,
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curb, tryWithTexture,
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7
src/Map/Creation.hs
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7
src/Map/Creation.hs
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@ -0,0 +1,7 @@
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module Map.Creation
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where
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import Map.Types
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newMap :: Int -> Int -> PlayMap
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newMap = undefined
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@ -1,5 +1,5 @@
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{-# LANGUAGE OverloadedStrings, BangPatterns #-}
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module Map.Map
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module Map.Graphics
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(
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mapVertexArrayDescriptor,
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@ -15,6 +15,7 @@ import System.Random
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import Data.Array.IArray
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import Data.Text as T
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import Prelude as P
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--import Graphics.Rendering.OpenGL.GL
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import Graphics.Rendering.OpenGL.GL.BufferObjects
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import Graphics.Rendering.OpenGL.GL.ObjectName
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@ -29,24 +30,28 @@ import Foreign.Ptr (Ptr, nullPtr, plusPtr)
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import Render.Misc (checkError)
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import Linear
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data TileType =
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Grass
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| Sand
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| Water
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| Mountain
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deriving (Show, Eq)
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import Map.Types
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import Map.StaticMaps
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type MapEntry = (
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Float, -- ^ Height
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TileType
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)
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type PlayMap = Array (Int, Int) MapEntry
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type GraphicsMap = Array (Int, Int) MapEntry
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-- extract graphics information from Playmap
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convertToGraphicsMap :: PlayMap -> GraphicsMap
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convertToGraphicsMap map = array (bounds map) [(i, graphicsyfy (map!i))| i <- indices map]
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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 (Full _ y t _ _ _ _ _ ) = (y, t)
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lineHeight :: GLfloat
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lineHeight = 0.8660254
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-- Number of GLfloats per Stride
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numComponents :: Int
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numComponents = 10
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@ -71,9 +76,8 @@ 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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map' <- testmap
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map' <- return $ convertToGraphicsMap mapCenterMountain
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! map' <- return $ generateTriangles map'
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--putStrLn $ P.unlines $ P.map show (prettyMap map')
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len <- return $ fromIntegral $ P.length map' `div` numComponents
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putStrLn $ P.unwords ["num verts in map:",show len]
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bo <- genObjectName -- create a new buffer
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@ -89,14 +93,15 @@ prettyMap :: [GLfloat] -> [(GLfloat,GLfloat,GLfloat,GLfloat,GLfloat,GLfloat,GLfl
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prettyMap (a:b:c:d:x:y:z:u:v:w:ms) = (a,b,c,d,x,y,z,u,v,w):(prettyMap ms)
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prettyMap _ = []
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generateTriangles :: PlayMap -> [GLfloat]
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--generateTriangles :: PlayMap -> [GLfloat]
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generateTriangles :: GraphicsMap -> [GLfloat]
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generateTriangles map' =
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let ((xl,yl),(xh,yh)) = bounds map' in
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P.concat [P.concat $ P.map (generateFirstTriLine map' y) [xl .. xh - 2]
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++ P.map (generateSecondTriLine map' (y == yh) y) [xl .. xh - 2]
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| y <- [yl..yh]]
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generateFirstTriLine :: PlayMap -> Int -> Int -> [GLfloat]
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generateFirstTriLine :: GraphicsMap -> Int -> Int -> [GLfloat]
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generateFirstTriLine map' y x =
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P.concat $
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if even x then
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@ -110,7 +115,7 @@ generateFirstTriLine map' y x =
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lookupVertex map' (x + 1) y
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]
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generateSecondTriLine :: PlayMap -> Bool -> Int -> Int -> [GLfloat]
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generateSecondTriLine :: GraphicsMap -> Bool -> Int -> Int -> [GLfloat]
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generateSecondTriLine map' False y x =
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P.concat $
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if even x then
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@ -126,7 +131,7 @@ generateSecondTriLine map' False y x =
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generateSecondTriLine _ True _ _ = []
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lookupVertex :: PlayMap -> Int -> Int -> [GLfloat]
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lookupVertex :: GraphicsMap -> Int -> Int -> [GLfloat]
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lookupVertex map' x y =
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let
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(cr, cg, cb) = colorLookup map' (x,y)
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@ -140,7 +145,7 @@ lookupVertex map' x y =
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vx, vy, vz -- 3 Vertex
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]
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normalLookup :: PlayMap -> Int -> Int -> V3 GLfloat
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normalLookup :: GraphicsMap -> Int -> Int -> V3 GLfloat
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normalLookup map' x y = normalize $ normN + normNE + normSE + normS + normSW + normNW
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where
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--Face Normals
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@ -173,20 +178,23 @@ normalLookup map' x y = normalize $ normN + normNE + normSE + normS + normSW + n
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| otherwise = coordLookup (x-2,y ) $ heightLookup map' (x-2,y )
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eo = if even x then 1 else -1
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heightLookup :: PlayMap -> (Int,Int) -> GLfloat
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heightLookup :: GraphicsMap -> (Int,Int) -> GLfloat
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heightLookup hs t = if inRange (bounds hs) t then fromRational $ toRational h else 0.0
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where
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(h,_) = hs ! t
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colorLookup :: PlayMap -> (Int,Int) -> (GLfloat, GLfloat, GLfloat)
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colorLookup :: GraphicsMap -> (Int,Int) -> (GLfloat, GLfloat, GLfloat)
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colorLookup hs t = if inRange (bounds hs) t then c else (0.0, 0.0, 0.0)
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where
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(_,tp) = hs ! t
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c = case tp of
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Water -> (0.5, 0.5, 1)
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Sand -> (0.9, 0.85, 0.7)
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Grass -> (0.3, 0.9, 0.1)
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Mountain -> (0.5, 0.5, 0.5)
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Ocean -> (0.50, 0.50, 1.00)
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Lake -> (0.40, 0.87 ,1.00)
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Beach -> (0.90, 0.85, 0.70)
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Desert -> (1.00, 0.87, 0.39)
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Grass -> (0.30, 0.90, 0.10)
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Hill -> (0.80, 0.80, 0.80)
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Mountain -> (0.50, 0.50, 0.50)
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coordLookup :: (Int,Int) -> GLfloat -> V3 GLfloat
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coordLookup (x,z) y =
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@ -234,13 +242,13 @@ testMapTemplate2 = T.transpose [
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"~~~~~~~~~~~~"
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]
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testmap :: IO PlayMap
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testmap :: IO GraphicsMap
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testmap = do
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g <- getStdGen
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rawMap <- return $ parseTemplate (randoms g) (T.concat testMapTemplate)
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return $ listArray ((0,0),(79,19)) rawMap
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testmap2 :: IO PlayMap
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testmap2 :: IO GraphicsMap
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testmap2 = do
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g <- getStdGen
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rawMap <- return $ parseTemplate (randoms g) (T.concat testMapTemplate2)
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@ -250,8 +258,8 @@ testmap2 = do
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parseTemplate :: [Int] -> Text -> [MapEntry]
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parseTemplate (r:rs) t =
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(case T.head t of
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'~' -> (0, Water)
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'S' -> (0, Sand)
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'~' -> (0, Ocean)
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'S' -> (0, Beach)
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'G' -> (fromIntegral (r `mod` 10)/10.0,Grass)
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'M' -> (fromIntegral ((r `mod` 10) + 20)/10.0, Mountain)
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_ -> error "invalid template format for map"
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37
src/Map/StaticMaps.hs
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37
src/Map/StaticMaps.hs
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@ -0,0 +1,37 @@
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module Map.StaticMaps
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where
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import Map.Types
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import Data.Array
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gauss2Dgeneral :: Floating q => q -> q -> q -> q -> q -> q -> q -> q
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gauss2Dgeneral amp x0 y0 sX sY x y = amp * exp (-(((x-x0)^2/(2 * sX^2))+((y-y0)^2/(2 * sY^2))))
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gauss2D :: Floating q => q -> q -> q
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gauss2D x y = gauss2Dgeneral 45 100.0 100.0 50.0 50.0 x y
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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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-- entirely empty map, only uses the minimal constructor
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mapEmpty :: PlayMap
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mapEmpty = array ((0,0), (200,200)) [((a,b), (Minimal (a,b))) | a <- [0..200], b <- [0..200]]
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-- TODO: Stripify
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mapCenterMountain :: PlayMap
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mapCenterMountain = array ((0,0),(200,200)) 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..200], b <- [0..200], (m2d (a,b)) > 95]
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beach = [((a,b), (Full (a,b) (g2d a b) Beach BNothing NoPlayer NoPath Plain [])) | a <- [0..200], b <- [0..200], (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..200], b <- [0..200], (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..200], b <- [0..200], (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..200], b <- [0..200], (m2d (a,b)) <= 10]
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g2d :: Int -> Int -> Float
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g2d x y = gauss2D (fromIntegral x) (fromIntegral y)
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m2d :: (Int,Int) -> Int
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m2d (x,y) = mnh2D (x,y) (100,100)
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72
src/Map/Types.hs
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72
src/Map/Types.hs
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@ -0,0 +1,72 @@
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module Map.Types
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where
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import PioneerTypes
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import Data.Array
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type PlayMap = Array (XCoord, ZCoord) Node
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type XCoord = Int
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type ZCoord = Int
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type YCoord = Float
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data MapType = GrassIslandMap
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| DesertMap
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-- | Ownership information, Parameter to occupied is player number
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data PlayerInfo = NoPlayer
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| Occupied Int
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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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-- | Path info, is this node part of a path?
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data PathInfo = NoPath
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| Path
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| Border
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deriving (Show, Eq)
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-- | What resources can be harvested here?
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data ResInfo = Plain
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| ResInfo Resource Amount
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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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-- | What commodities are currently stored here?
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type StorInfo = [(Commodity,Amount)]
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-- | What kind of structures may be erected here?
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data BuildInfo = BStruc Structure
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| BNothing
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| BFlag
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| BMine
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| BSmall
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| BMedium
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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 (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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show (BSmall) = "small buildings possible"
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show (BMedium) = "medium buildings possible"
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show (BLarge) = "large buildings possible"
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data TileType = Ocean
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| Beach
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| Grass
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| Desert
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| Lake
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| Hill -- ^ Accessible
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| Mountain -- ^ Not accessible
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deriving (Show, Eq)
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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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deriving (Show)
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62
src/PioneerTypes.hs
Normal file
62
src/PioneerTypes.hs
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@ -0,0 +1,62 @@
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module PioneerTypes
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where
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data Structure = Flag -- Flag
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| Woodcutter -- Huts
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| Forester
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| Stonemason
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| Fisher
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| Hunter
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| Barracks
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| Guardhouse
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| LookoutTower
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| Well
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| Sawmill -- Houses
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| Slaughterhouse
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| Mill
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| Bakery
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| IronSmelter
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| Metalworks
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| Armory
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| Mint
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| Shipyard
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| Brewery
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| Storehouse
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| Watchtower
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| Catapult
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| GoldMine -- Mines
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| IronMine
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| GraniteMine
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| CoalMine
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| Farm -- Castles
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| PigFarm
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| DonkeyBreeder
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| Harbor
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| Fortress
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deriving (Show, Eq)
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data Amount = Infinite -- Neverending supply
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| Finite Int -- Finite supply
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-- Extremely preliminary, expand when needed
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data Commodity = WoodPlank
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| Sword
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| Fish
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deriving Eq
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data Resource = Coal
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| Iron
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| Gold
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| Granite
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| Water
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| Fishes
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deriving (Show, Eq)
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instance Show Amount where
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show (Infinite) = "inexhaustable supply"
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show (Finite n) = (show n) ++ " left"
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instance Show Commodity where
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show WoodPlank = "wooden plank"
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show Sword = "sword"
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show Fish = "fish"
|
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