Refactoring & more cosmetics
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@ -13,7 +13,6 @@ executable Pioneers
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}
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other-modules:
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Map.Map,
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Map.Combinators,
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Map.Types,
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Map.Graphics,
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Map.Creation,
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@ -1,46 +0,0 @@
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module Map.Combinators where
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import Map.Types
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import Map.Creation
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import Data.Array
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import System.Random
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-- preliminary
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infix 5 ->-
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(->-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap
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f ->- g = g . f
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-- also preliminary
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infix 5 -<-
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(-<-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap
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f -<- g = f . g
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lake :: Int -> PlayMap -> PlayMap
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lake = undefined
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river :: Int -> PlayMap -> PlayMap
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river = undefined
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mnt :: IO [PlayMap -> PlayMap]
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mnt = do g <- newStdGen
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let seeds = take 10 $ randoms g
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return $ map gaussMountain seeds
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gaussMountain :: Int -> PlayMap -> PlayMap
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gaussMountain seed mp = aplByPlace (liftUp c) (\(_,_) -> True) mp
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where
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g = mkStdGen seed
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c = let ((a,b), (x,y)) = bounds mp in (head (randomRs (a,x) g), (head (randomRs (b,y) g)))
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amp = head $ randomRs (5.0, 20.0) g
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sig = head $ randomRs (5.0, 25.0) g
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fi = fromIntegral
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htt = heightToTerrain
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-- TODO: Fix Lambda to True with sensible function, maybe rework giveNeighbourhood in Map.Map
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liftUp :: (Int, Int) -> Node -> Node
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liftUp (gx,gz) (Full (x,z) y _ b pl pa r s) = let y_neu = max y e
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in Full (x,z) y_neu (htt GrassIslandMap y_neu) b pl pa r s
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where e = gauss3Dgeneral amp (fi gx) (fi gz) sig sig (fi x) (fi z)
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liftUp (gx, gz) (Minimal (x,z)) = Full (x,z) e (htt GrassIslandMap e) BFlag NoPlayer NoPath Plain []
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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
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where
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import Map.Types
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import Map.StaticMaps
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-- import Map.Map unused (for now)
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import Data.Array
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import System.Random
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-- preliminary
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infix 5 ->-
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(->-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap
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f ->- g = g . f
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-- also preliminary
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infix 5 -<-
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(-<-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap
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f -<- g = f . g
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exportedMap :: IO PlayMap
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exportedMap = do mounts <- mnt
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return $ aplAll mounts mapEmpty
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-- | Generate a new Map of given Type and Size
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--
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@ -23,6 +39,9 @@ aplByNode f g mp = array (bounds mp) (map (\(ab,c) -> (if g c then (ab, f c) els
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aplAll :: [a -> a] -> a -> a
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aplAll fs m = foldl (\ n f -> f n) m fs
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aplAllM :: Monad m => [m a -> m a] -> m a -> m a
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aplAllM fs x = foldl (\ n f -> f n) x fs
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-- general 3D-Gaussian
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gauss3Dgeneral :: Floating q =>
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q -- ^ Amplitude
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@ -58,3 +77,37 @@ 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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lake :: Int -> PlayMap -> PlayMap
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lake = undefined
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river :: Int -> PlayMap -> PlayMap
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river = undefined
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mnt :: IO [PlayMap -> PlayMap]
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mnt = do g <- newStdGen
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let seeds = take 10 $ randoms g
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return $ map (gaussMountain) seeds
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gaussMountain :: Int -> PlayMap -> PlayMap
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gaussMountain seed mp = aplByPlace (liftUp c) (\(_,_) -> True) mp
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where
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g = mkStdGen seed
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c = let ((a,b), (x,y)) = bounds mp in (head (randomRs (a,x) g), (head (randomRs (b,y) g)))
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amp = head $ randomRs (5.0, 20.0) g
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sig = head $ randomRs (5.0, 25.0) g
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fi = fromIntegral
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htt = heightToTerrain
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-- TODO: Fix Lambda to True with sensible function, maybe rework giveNeighbourhood in Map.Map
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liftUp :: (Int, Int) -> Node -> Node
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liftUp (gx,gz) (Full (x,z) y _ b pl pa r s) = let y_neu = max y e
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in Full (x,z) y_neu (htt GrassIslandMap y_neu) b pl pa r s
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where e = gauss3Dgeneral amp (fi gx) (fi gz) sig sig (fi x) (fi z)
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liftUp (gx, gz) (Minimal (x,z)) = Full (x,z) e (htt GrassIslandMap e) BFlag NoPlayer NoPath Plain []
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where e = gauss3Dgeneral amp (fi gx) (fi gz) sig sig (fi x) (fi z)
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-- | Makes sure the edges of the Map are mountain-free
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makeIsland :: PlayMap -> PlayMap
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makeIsland = undefined -- tomorrow....
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@ -30,9 +30,7 @@ import Linear
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import Control.Arrow ((***))
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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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@ -91,8 +89,8 @@ 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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mountains <- mnt
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myMap' <- return $ convertToGraphicsMap $ convertToStripeMap $ aplAll mountains mapEmpty
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eMap <- exportedMap
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myMap' <- return $ convertToGraphicsMap $ convertToStripeMap eMap
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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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@ -3,48 +3,47 @@ where
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import Map.Types
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import Data.Array
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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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mapEmpty = array ((0,0), (199,199)) [((a,b), Minimal (a,b)) | a <- [0..199], b <- [0..199]]
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mapCenterMountain :: PlayMap
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mapCenterMountain = array ((0,0),(199,199)) 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..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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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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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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--mapCenterMountain :: PlayMap
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--mapCenterMountain = array ((0,0),(199,199)) 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..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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-- 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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-- 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 x y = gauss3D (fromIntegral x) (fromIntegral y)
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-- g2d :: Int -> Int -> Float
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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 (x,y) = mnh2D (x,y) (100,100)
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-- m2d :: (Int,Int) -> Int
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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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--_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 (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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--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 (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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