module Map.Creation where import Map.Types import Data.Array import System.Random -- entirely empty map, only uses the minimal constructor mapEmpty :: PlayMap 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]] exportedMap :: IO PlayMap exportedMap = do mounts <- mnt return $ aplAll mounts mapEmpty -- | Generate a new Map of given Type and Size -- -- TODO: -- 1. Should take Size -> Type -> Playmap -- 2. plug together helper-functions for that terraintype newMap :: MapType -> (Int, Int) -> PlayMap newMap = undefined aplByPlace :: (Node -> Node) -> ((Int,Int) -> Bool) -> PlayMap -> PlayMap aplByPlace f g mp = array (bounds mp) (map (\(ab,c) -> if g ab then (ab, f c) else (ab,c)) (assocs mp)) aplByNode :: (Node -> Node) -> (Node -> Bool) -> PlayMap -> PlayMap aplByNode f g mp = array (bounds mp) (map (\(ab,c) -> (if g c then (ab, f c) else (ab,c))) (assocs mp)) 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 -> q -- ^ Origin on X-Achsis -> q -- ^ Origin on Z-Achsis -> q -- ^ Sigma on X -> q -- ^ Sigma on Z -> q -- ^ Coordinate in question on X -> q -- ^ Coordinate in question on Z -> q -- ^ elevation on coordinate in question 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))))) -- | Basic Terrain-Generator. Will not implement "abnormal" Stuff for given Biome -- (like Deserts on Grass-Islands or Grass on Deserts) -- -- TODO: Implement Desert-Generator heightToTerrain :: MapType -> YCoord -> TileType heightToTerrain GrassIslandMap y | y < 0.1 = Ocean | y < 0.2 = Beach | y < 1 = Grass | y < 3 = 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 50 $ randoms g return $ map gaussMountain seeds gaussMountain :: Int -> PlayMap -> PlayMap gaussMountain seed mp = aplByPlace (liftUp c) (\(_,_) -> True) mp where gs = map mkStdGen (map (*seed) [1..]) c = let ((a,b), (x,y)) = bounds mp in (head (randomRs (a,x) (gs !! 0)), (head (randomRs (b,y) (gs !! 1)))) amp = head $ randomRs ((2.0, 5.0) :: (Float, Float)) (gs !! 2) sig = head $ randomRs ((1.0, 15.0) :: (Float, Float)) (gs !! 3) htt = heightToTerrain -- TODO: Fix Lambda to True with sensible function, maybe rework giveNeighbourhood in Map.Map liftUp :: (Int, Int) -> Node -> Node liftUp (gx,gz) (Node (x,z) (rx,rz,y) _ b pl pa r s) = let y_neu = max y e in Node (x,z) (rx, rz, y_neu) (htt GrassIslandMap y_neu) b pl pa r s where e = gauss3Dgeneral amp (fromIntegral gx) (fromIntegral gz) sig sig rx rz -- | Makes sure the edges of the Map are mountain-free makeIsland :: PlayMap -> PlayMap makeIsland = undefined -- tomorrow....