Restructured Node constructors. Ripples are getting worse! (╯°□°)╯︵ ┻━┻
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@ -16,7 +16,6 @@ executable Pioneers
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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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Importer.IQM.Types,
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Importer.IQM.Parser,
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Render.Misc,
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@ -2,7 +2,6 @@ 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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@ -18,6 +17,10 @@ infix 5 -<-
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(-<-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap
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f -<- g = f . g
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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), Node (a,b) (fromIntegral a, (if even b then (fromIntegral b) else(fromIntegral b) - 0.5), 1) Grass BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199]]
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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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@ -52,7 +55,7 @@ gauss3Dgeneral :: Floating q =>
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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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gauss3Dgeneral amp x0 z0 sX sZ x z = amp * exp(-(((x-x0)^(2 :: Int)/(2 * sX^(2 :: Int)))+((z-z0)^(2 :: Int)/(2 * sZ^(2 :: Int)))))
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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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@ -71,8 +74,8 @@ mnh2D (a,b) (c,d) = abs (a-c) + abs (b-d)
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-- TODO: Implement Desert-Generator
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heightToTerrain :: MapType -> YCoord -> TileType
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heightToTerrain GrassIslandMap y
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| y < 0.1 = Ocean
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| y < 1 = Beach
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| y < 0.1 = Ocean
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| y < 1 = Beach
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| y < 5 = Grass
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| y < 10 = Hill
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| otherwise = Mountain
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@ -93,20 +96,17 @@ mnt = do g <- newStdGen
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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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gs = map mkStdGen (map (*seed) [1..])
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c = let ((a,b), (x,y)) = bounds mp in (head (randomRs (a,x) (gs !! 0)), (head (randomRs (b,y) (gs !! 1))))
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amp = head $ randomRs ((5.0, 20.0) :: (Float, Float)) (gs !! 2)
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sig = head $ randomRs ((5.0, 25.0) :: (Float, Float)) (gs !! 3)
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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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liftUp (gx,gz) (Node (x,z) (rx,rz,y) _ b pl pa r s) = let y_neu = max y e
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in Node (x,z) (rx, rz, y_neu) (htt GrassIslandMap y_neu) b pl pa r s
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where e = gauss3Dgeneral amp (fromIntegral gx) (fromIntegral gz) sig sig rx rz
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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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@ -50,16 +50,14 @@ stripify :: (Int,Int) -> (Int,Int)
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stripify (x,z) = (if even z then 2*x else 2*x+1, z `div` 2)
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strp :: Node -> Node
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strp (Full xz y tt bi pli p ri si) = Full (stripify xz) y tt bi pli p ri si
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strp (Minimal xz ) = Minimal (stripify xz)
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strp (Node i (x,z,y) tt bi pli p ri si) = Node (stripify i) (x,z,y) tt bi pli p ri si
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-- extract graphics information from Playmap
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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 _ ) = (1.0, Grass)
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graphicsyfy (Full _ y t _ _ _ _ _ ) = (y, t)
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graphicsyfy (Node _ (_,_,y) t _ _ _ _ _ ) = (y, t)
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lineHeight :: GLfloat
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lineHeight = 0.8660254
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@ -61,10 +61,7 @@ giveMapHeight mp (x,z) = let [a,b,c] = getTrianglePoints [tff,tfc,tcf,tcc]
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-- Height LookUp
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hlu :: (Int, Int) -> Float
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hlu (k,j) = let node = mp ! (k,j)
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in case node of
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(Full _ y _ _ _ _ _ _) -> y
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(Minimal _ ) -> 1.0
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hlu (k,j) = let (Node _ (_,_,y) _ _ _ _ _ _) = mp ! (k,j) in y
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ff = (floor x, floor z) :: (Int, Int)
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fc = (floor x, ceiling z) :: (Int, Int)
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@ -1,49 +0,0 @@
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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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-- 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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-- 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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-- 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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-- 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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@ -5,10 +5,12 @@ import Types
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import Data.Array
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type PlayMap = Array (XCoord, ZCoord) Node
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type PlayMap = Array (Xindex, Zindex) Node
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type XCoord = Int
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type ZCoord = Int
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type Xindex = Int
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type Zindex = Int
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type XCoord = Float
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type ZCoord = Float
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type YCoord = Float
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data MapType = GrassIslandMap
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@ -66,7 +68,6 @@ data TileType = Ocean
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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 1
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-- TODO: Record Syntax?
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data Node = Node (Xindex, Zindex) (XCoord, ZCoord, YCoord) TileType BuildInfo PlayerInfo PathInfo ResInfo StorInfo
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deriving (Show)
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