diff --git a/Pioneers.cabal b/Pioneers.cabal index ec1f70a..fadfec1 100644 --- a/Pioneers.cabal +++ b/Pioneers.cabal @@ -13,7 +13,6 @@ executable Pioneers } other-modules: Map.Map, - Map.Combinators, Map.Types, Map.Graphics, Map.Creation, diff --git a/src/Map/Combinators.hs b/src/Map/Combinators.hs deleted file mode 100644 index 7837fac..0000000 --- a/src/Map/Combinators.hs +++ /dev/null @@ -1,46 +0,0 @@ -module Map.Combinators where - -import Map.Types -import Map.Creation - -import Data.Array -import System.Random - --- preliminary -infix 5 ->- -(->-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap -f ->- g = g . f - --- also preliminary -infix 5 -<- -(-<-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap -f -<- g = f . g - -lake :: Int -> PlayMap -> PlayMap -lake = undefined - -river :: Int -> PlayMap -> PlayMap -river = undefined - -mnt :: IO [PlayMap -> PlayMap] -mnt = do g <- newStdGen - let seeds = take 10 $ randoms g - return $ map gaussMountain seeds - -gaussMountain :: Int -> PlayMap -> PlayMap -gaussMountain seed mp = aplByPlace (liftUp c) (\(_,_) -> True) mp - where - g = mkStdGen seed - c = let ((a,b), (x,y)) = bounds mp in (head (randomRs (a,x) g), (head (randomRs (b,y) g))) - amp = head $ randomRs (5.0, 20.0) g - sig = head $ randomRs (5.0, 25.0) 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 amp (fi gx) (fi gz) sig sig (fi x) (fi z) - liftUp (gx, gz) (Minimal (x,z)) = Full (x,z) e (htt GrassIslandMap e) BFlag NoPlayer NoPath Plain [] - where e = gauss3Dgeneral amp (fi gx) (fi gz) sig sig (fi x) (fi z) diff --git a/src/Map/Creation.hs b/src/Map/Creation.hs index b5d4ec3..554cb6c 100644 --- a/src/Map/Creation.hs +++ b/src/Map/Creation.hs @@ -2,9 +2,25 @@ module Map.Creation where import Map.Types +import Map.StaticMaps -- import Map.Map unused (for now) import Data.Array +import System.Random + +-- preliminary +infix 5 ->- +(->-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap +f ->- g = g . f + +-- also preliminary +infix 5 -<- +(-<-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap +f -<- g = f . g + +exportedMap :: IO PlayMap +exportedMap = do mounts <- mnt + return $ aplAll mounts mapEmpty -- | Generate a new Map of given Type and Size -- @@ -23,6 +39,9 @@ aplByNode f g mp = array (bounds mp) (map (\(ab,c) -> (if g c then (ab, f c) els aplAll :: [a -> a] -> a -> a aplAll fs m = foldl (\ n f -> f n) m fs +aplAllM :: Monad m => [m a -> m a] -> m a -> m a +aplAllM fs x = foldl (\ n f -> f n) x fs + -- general 3D-Gaussian gauss3Dgeneral :: Floating q => q -- ^ Amplitude @@ -58,3 +77,37 @@ heightToTerrain GrassIslandMap y | y < 10 = Hill | otherwise = Mountain heightToTerrain _ _ = undefined + + +lake :: Int -> PlayMap -> PlayMap +lake = undefined + +river :: Int -> PlayMap -> PlayMap +river = undefined + +mnt :: IO [PlayMap -> PlayMap] +mnt = do g <- newStdGen + let seeds = take 10 $ randoms g + return $ map (gaussMountain) seeds + +gaussMountain :: Int -> PlayMap -> PlayMap +gaussMountain seed mp = aplByPlace (liftUp c) (\(_,_) -> True) mp + where + g = mkStdGen seed + c = let ((a,b), (x,y)) = bounds mp in (head (randomRs (a,x) g), (head (randomRs (b,y) g))) + amp = head $ randomRs (5.0, 20.0) g + sig = head $ randomRs (5.0, 25.0) 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 amp (fi gx) (fi gz) sig sig (fi x) (fi z) + liftUp (gx, gz) (Minimal (x,z)) = Full (x,z) e (htt GrassIslandMap e) BFlag NoPlayer NoPath Plain [] + where e = gauss3Dgeneral amp (fi gx) (fi gz) sig sig (fi x) (fi z) + +-- | Makes sure the edges of the Map are mountain-free +makeIsland :: PlayMap -> PlayMap +makeIsland = undefined -- tomorrow.... diff --git a/src/Map/Graphics.hs b/src/Map/Graphics.hs index 5cc198a..858b1f4 100644 --- a/src/Map/Graphics.hs +++ b/src/Map/Graphics.hs @@ -30,9 +30,7 @@ import Linear import Control.Arrow ((***)) import Map.Types -import Map.StaticMaps import Map.Creation -import Map.Combinators type Height = Float @@ -91,8 +89,8 @@ fgVertexIndex = (ToFloat, mapVertexArrayDescriptor 3 7) --vertex after normal getMapBufferObject :: IO (BufferObject, NumArrayIndices) getMapBufferObject = do - mountains <- mnt - myMap' <- return $ convertToGraphicsMap $ convertToStripeMap $ aplAll mountains mapEmpty + eMap <- exportedMap + myMap' <- return $ convertToGraphicsMap $ convertToStripeMap eMap ! myMap <- return $ generateTriangles myMap' len <- return $ fromIntegral $ P.length myMap `div` numComponents putStrLn $ P.unwords ["num verts in map:",show len] diff --git a/src/Map/StaticMaps.hs b/src/Map/StaticMaps.hs index 74ea371..5ef9942 100644 --- a/src/Map/StaticMaps.hs +++ b/src/Map/StaticMaps.hs @@ -3,48 +3,47 @@ where import Map.Types import Data.Array -import Map.Creation -- entirely empty map, only uses the minimal constructor mapEmpty :: PlayMap mapEmpty = array ((0,0), (199,199)) [((a,b), Minimal (a,b)) | a <- [0..199], b <- [0..199]] -mapCenterMountain :: PlayMap -mapCenterMountain = array ((0,0),(199,199)) nodes - where - nodes = water ++ beach ++ grass ++ hill ++ mountain - water = [((a,b), Full (a,b) 0.0 Ocean BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199], m2d (a,b) > 95] - 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] - 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] - 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] - mountain = [((a,b), Full (a,b) (g2d a b) Mountain BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199], m2d (a,b) <= 10] +--mapCenterMountain :: PlayMap +--mapCenterMountain = array ((0,0),(199,199)) nodes +-- where +-- nodes = water ++ beach ++ grass ++ hill ++ mountain +-- water = [((a,b), Full (a,b) 0.0 Ocean BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199], m2d (a,b) > 95] +-- 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] +-- 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] +-- 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] +-- mountain = [((a,b), Full (a,b) (g2d a b) Mountain BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199], m2d (a,b) <= 10] - g2d :: Int -> Int -> Float - g2d x y = gauss3D (fromIntegral x) (fromIntegral y) +-- g2d :: Int -> Int -> Float +-- g2d x y = gauss3D (fromIntegral x) (fromIntegral y) - m2d :: (Int,Int) -> Int - m2d (x,y) = mnh2D (x,y) (100,100) +-- m2d :: (Int,Int) -> Int +-- m2d (x,y) = mnh2D (x,y) (100,100) -- small helper for some hills. Should be replaced by multi-layer perlin-noise -- TODO: Replace as given in comment. -_noisyMap :: (Floating q) => q -> q -> q -_noisyMap x y = gauss3Dgeneral 15 100.0 100.0 15.0 15.0 x y - + gauss3Dgeneral 5 10.0 10.0 10.0 10.0 x y - + gauss3Dgeneral 5 150.0 120.0 10.0 10.0 x y - + gauss3Dgeneral 5 50.0 75.0 10.0 10.0 x y +--_noisyMap :: (Floating q) => q -> q -> q +--_noisyMap x y = gauss3Dgeneral 15 100.0 100.0 15.0 15.0 x y +-- + gauss3Dgeneral 5 10.0 10.0 10.0 10.0 x y +-- + gauss3Dgeneral 5 150.0 120.0 10.0 10.0 x y +-- + gauss3Dgeneral 5 50.0 75.0 10.0 10.0 x y -- generates a noisy map -- TODO: add real noise to a simple pattern -mapNoise :: PlayMap -mapNoise = array ((0,0),(199,199)) nodes - where - nodes = [((a,b), Full (a,b) - (height a b) - (heightToTerrain GrassIslandMap $ height a b) - BNothing - NoPlayer - NoPath - Plain - []) | a <- [0..199], b <- [0..199]] - where - height a b = _noisyMap (fromIntegral a) (fromIntegral b) +--mapNoise :: PlayMap +--mapNoise = array ((0,0),(199,199)) nodes +-- where +-- nodes = [((a,b), Full (a,b) +-- (height a b) +-- (heightToTerrain GrassIslandMap $ height a b) +-- BNothing +-- NoPlayer +-- NoPath +-- Plain +-- []) | a <- [0..199], b <- [0..199]] +-- where +-- height a b = _noisyMap (fromIntegral a) (fromIntegral b)