Refactoring & more cosmetics

This commit is contained in:
Jonas Betzendahl 2014-04-29 01:05:05 +02:00
parent 6c4e63f085
commit 683b72a413
5 changed files with 86 additions and 83 deletions

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@ -13,7 +13,6 @@ executable Pioneers
} }
other-modules: other-modules:
Map.Map, Map.Map,
Map.Combinators,
Map.Types, Map.Types,
Map.Graphics, Map.Graphics,
Map.Creation, Map.Creation,

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@ -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)

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@ -2,9 +2,25 @@ module Map.Creation
where where
import Map.Types import Map.Types
import Map.StaticMaps
-- import Map.Map unused (for now) -- import Map.Map unused (for now)
import Data.Array 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 -- | 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 :: [a -> a] -> a -> a
aplAll fs m = foldl (\ n f -> f n) m fs 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 -- general 3D-Gaussian
gauss3Dgeneral :: Floating q => gauss3Dgeneral :: Floating q =>
q -- ^ Amplitude q -- ^ Amplitude
@ -58,3 +77,37 @@ heightToTerrain GrassIslandMap y
| y < 10 = Hill | y < 10 = Hill
| otherwise = Mountain | otherwise = Mountain
heightToTerrain _ _ = undefined 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....

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@ -30,9 +30,7 @@ import Linear
import Control.Arrow ((***)) import Control.Arrow ((***))
import Map.Types import Map.Types
import Map.StaticMaps
import Map.Creation import Map.Creation
import Map.Combinators
type Height = Float type Height = Float
@ -91,8 +89,8 @@ fgVertexIndex = (ToFloat, mapVertexArrayDescriptor 3 7) --vertex after normal
getMapBufferObject :: IO (BufferObject, NumArrayIndices) getMapBufferObject :: IO (BufferObject, NumArrayIndices)
getMapBufferObject = do getMapBufferObject = do
mountains <- mnt eMap <- exportedMap
myMap' <- return $ convertToGraphicsMap $ convertToStripeMap $ aplAll mountains mapEmpty myMap' <- return $ convertToGraphicsMap $ convertToStripeMap eMap
! myMap <- return $ generateTriangles myMap' ! myMap <- return $ generateTriangles myMap'
len <- return $ fromIntegral $ P.length myMap `div` numComponents len <- return $ fromIntegral $ P.length myMap `div` numComponents
putStrLn $ P.unwords ["num verts in map:",show len] putStrLn $ P.unwords ["num verts in map:",show len]

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@ -3,48 +3,47 @@ where
import Map.Types import Map.Types
import Data.Array import Data.Array
import Map.Creation
-- entirely empty map, only uses the minimal constructor -- entirely empty map, only uses the minimal constructor
mapEmpty :: PlayMap mapEmpty :: PlayMap
mapEmpty = array ((0,0), (199,199)) [((a,b), Minimal (a,b)) | a <- [0..199], b <- [0..199]] mapEmpty = array ((0,0), (199,199)) [((a,b), Minimal (a,b)) | a <- [0..199], b <- [0..199]]
mapCenterMountain :: PlayMap --mapCenterMountain :: PlayMap
mapCenterMountain = array ((0,0),(199,199)) nodes --mapCenterMountain = array ((0,0),(199,199)) nodes
where -- where
nodes = water ++ beach ++ grass ++ hill ++ mountain -- 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] -- 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] -- 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] -- 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] -- 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] -- 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 :: Int -> Int -> Float
g2d x y = gauss3D (fromIntegral x) (fromIntegral y) -- g2d x y = gauss3D (fromIntegral x) (fromIntegral y)
m2d :: (Int,Int) -> Int -- m2d :: (Int,Int) -> Int
m2d (x,y) = mnh2D (x,y) (100,100) -- m2d (x,y) = mnh2D (x,y) (100,100)
-- small helper for some hills. Should be replaced by multi-layer perlin-noise -- small helper for some hills. Should be replaced by multi-layer perlin-noise
-- TODO: Replace as given in comment. -- TODO: Replace as given in comment.
_noisyMap :: (Floating q) => q -> q -> q --_noisyMap :: (Floating q) => q -> q -> q
_noisyMap x y = gauss3Dgeneral 15 100.0 100.0 15.0 15.0 x y --_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 10.0 10.0 10.0 10.0 x y
+ gauss3Dgeneral 5 150.0 120.0 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 -- + gauss3Dgeneral 5 50.0 75.0 10.0 10.0 x y
-- generates a noisy map -- generates a noisy map
-- TODO: add real noise to a simple pattern -- TODO: add real noise to a simple pattern
mapNoise :: PlayMap --mapNoise :: PlayMap
mapNoise = array ((0,0),(199,199)) nodes --mapNoise = array ((0,0),(199,199)) nodes
where -- where
nodes = [((a,b), Full (a,b) -- nodes = [((a,b), Full (a,b)
(height a b) -- (height a b)
(heightToTerrain GrassIslandMap $ height a b) -- (heightToTerrain GrassIslandMap $ height a b)
BNothing -- BNothing
NoPlayer -- NoPlayer
NoPath -- NoPath
Plain -- Plain
[]) | a <- [0..199], b <- [0..199]] -- []) | a <- [0..199], b <- [0..199]]
where -- where
height a b = _noisyMap (fromIntegral a) (fromIntegral b) -- height a b = _noisyMap (fromIntegral a) (fromIntegral b)