pioneers/src/Map/Creation.hs
Jonas Betzendahl 5b2537188f (\_/)
=(^.^)=
(")_(")  bunny approves this commit!
         (rewrote the whole damn camera-height-function.
                                   Should be better now.)
2014-05-16 17:26:40 +02:00

92 lines
3.4 KiB
Haskell

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 < 1.5 = 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) :: (Double, Double)) (gs !! 2)
sig = head $ randomRs ((2.0, 8.0) :: (Double, Double)) (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....