-- | Generation of caves (not yet inhabited dungeon levels) from cave kinds. module Game.LambdaHack.Server.DungeonGen.Cave ( Cave(..), bootFixedCenters, buildCave ) where import Prelude () import Game.LambdaHack.Common.Prelude import qualified Data.EnumMap.Strict as EM import qualified Data.EnumSet as ES import Data.Key (mapWithKeyM) import qualified Game.LambdaHack.Common.Kind as Kind import Game.LambdaHack.Common.Level import Game.LambdaHack.Common.Misc import Game.LambdaHack.Common.Point import Game.LambdaHack.Common.Random import qualified Game.LambdaHack.Common.Tile as Tile import Game.LambdaHack.Common.Vector import Game.LambdaHack.Content.CaveKind import Game.LambdaHack.Content.PlaceKind import Game.LambdaHack.Content.TileKind (TileKind) import Game.LambdaHack.Server.DungeonGen.Area import Game.LambdaHack.Server.DungeonGen.AreaRnd import Game.LambdaHack.Server.DungeonGen.Place -- | The type of caves (not yet inhabited dungeon levels). data Cave = Cave { dkind :: !(Kind.Id CaveKind) -- ^ the kind of the cave , dsecret :: !Int -- ^ secret tile seed , dmap :: !TileMapEM -- ^ tile kinds in the cave , dplaces :: ![Place] -- ^ places generated in the cave , dnight :: !Bool -- ^ whether the cave is dark } deriving Show bootFixedCenters :: CaveKind -> [Point] bootFixedCenters CaveKind{..} = [Point 4 3, Point (cxsize - 5) (cysize - 4)] {- Rogue cave is generated by an algorithm inspired by the original Rogue, as follows: * The available area is divided into a grid, e.g, 3 by 3, where each of the 9 grid cells has approximately the same size. * In each of the 9 grid cells one room is placed at a random position and with a random size, but larger than The minimum size, e.g, 2 by 2 floor tiles. * Rooms that are on horizontally or vertically adjacent grid cells may be connected by a corridor. Corridors consist of 3 segments of straight lines (either "horizontal, vertical, horizontal" or "vertical, horizontal, vertical"). They end in openings in the walls of the room they connect. It is possible that one or two of the 3 segments have length 0, such that the resulting corridor is L-shaped or even a single straight line. * Corridors are generated randomly in such a way that at least every room on the grid is connected, and a few more might be. It is not sufficient to always connect all adjacent rooms. -} -- | Cave generation by an algorithm inspired by the original Rogue, buildCave :: Kind.COps -- ^ content definitions -> AbsDepth -- ^ depth of the level to generate -> AbsDepth -- ^ absolute depth -> Int -- ^ secret tile seed -> Kind.Id CaveKind -- ^ cave kind to use for generation -> EM.EnumMap Point (GroupName PlaceKind) -- ^ pos of stairs, etc. -> Rnd Cave buildCave cops@Kind.COps{ cotile=cotile@Kind.Ops{opick} , cocave=Kind.Ops{okind} , coplace=Kind.Ops{okind=pokind} , coTileSpeedup } ldepth totalDepth dsecret dkind fixedCenters = do let kc@CaveKind{..} = okind dkind lgrid' <- castDiceXY ldepth totalDepth cgrid -- Make sure that in caves not filled with rock, there is a passage -- across the cave, even if a single room blocks most of the cave. -- Also, ensure fancy outer fences are not obstructed by room walls. let fullArea = fromMaybe (assert `failure` kc) $ toArea (0, 0, cxsize - 1, cysize - 1) subFullArea = fromMaybe (assert `failure` kc) $ toArea (1, 1, cxsize - 2, cysize - 2) darkCorTile <- fromMaybe (assert `failure` cdarkCorTile) <$> opick cdarkCorTile (const True) litCorTile <- fromMaybe (assert `failure` clitCorTile) <$> opick clitCorTile (const True) dnight <- chanceDice ldepth totalDepth cnightChance let createPlaces lgr' = do let area | couterFenceTile /= "basic outer fence" = subFullArea | otherwise = fullArea (lgr@(gx, gy), gs) = grid fixedCenters (bootFixedCenters kc) lgr' area minPlaceSize <- castDiceXY ldepth totalDepth cminPlaceSize maxPlaceSize <- castDiceXY ldepth totalDepth cmaxPlaceSize let mergeFixed :: EM.EnumMap Point SpecialArea -> (Point, SpecialArea) -> EM.EnumMap Point SpecialArea mergeFixed !gs0 (!i, !special) = let mergeSpecial ar p2 f = case EM.lookup p2 gs0 of Just (SpecialArea ar2) -> let aSum = sumAreas ar ar2 sp = SpecialMerged (f aSum) p2 in EM.insert i sp $ EM.delete p2 gs0 _ -> gs0 mergable :: X -> Y -> Maybe HV mergable x y = case EM.lookup (Point x y) gs0 of Just (SpecialArea ar) -> let (x0, y0, x1, y1) = fromArea ar isFixed p = case gs EM.! p of SpecialFixed{} -> True _ -> False in if | any isFixed $ vicinityCardinal gx gy (Point x y) -> Nothing -- Bias: prefer extending vertically. | y1 - y0 - 1 < snd minPlaceSize -> Just Vert | x1 - x0 - 1 < fst minPlaceSize -> Just Horiz | otherwise -> Nothing _ -> Nothing in case special of SpecialArea ar -> case mergable (px i) (py i) of Nothing -> gs0 Just hv -> case hv of -- Bias; vertical minimal sizes are smaller. Vert | py i - 1 >= 0 && mergable (px i) (py i - 1) == Just Vert -> mergeSpecial ar i{py = py i - 1} SpecialArea Vert | py i + 1 < gy && mergable (px i) (py i + 1) == Just Vert -> mergeSpecial ar i{py = py i + 1} SpecialArea Horiz | px i - 1 >= 0 && mergable (px i - 1) (py i) == Just Horiz -> mergeSpecial ar i{px = px i - 1} SpecialArea Horiz | px i + 1 < gx && mergable (px i + 1) (py i) == Just Horiz -> mergeSpecial ar i{px = px i + 1} SpecialArea _ -> gs0 SpecialFixed p placeGroup ar -> let (x0, y0, x1, y1) = fromArea ar d = 3 vics = [ i {py = py i - 1} | py p - y0 < d && py i - 1 >= 0 ] ++ [ i {py = py i + 1} | y1 - py p < d && py i + 1 < gy ] ++ [ i {px = px i - 1} | px p - x0 < d + 1 && px i - 1 >= 0 ] ++ [ i {px = px i + 1} | x1 - px p < d + 1 && px i + 1 < gx ] in case vics of [p2] -> mergeSpecial ar p2 (SpecialFixed p placeGroup) _ -> gs0 SpecialMerged{} -> assert `failure` (gs, gs0, i) gs2 = foldl' mergeFixed gs $ EM.assocs gs voidPlaces <- do let gridArea = fromMaybe (assert `failure` lgr) $ toArea (0, 0, gx - 1, gy - 1) voidNum = round $ cmaxVoid * fromIntegral (EM.size gs2) isOrdinaryArea p = case p `EM.lookup` gs2 of Just SpecialArea{} -> True _ -> False reps <- replicateM voidNum (xyInArea gridArea) -- repetitions are OK; variance is low anyway return $! ES.fromList $ filter isOrdinaryArea reps let decidePlace :: Bool -> ( TileMapEM, [Place] , EM.EnumMap Point (Area, Fence, Area) ) -> (Point, SpecialArea) -> Rnd ( TileMapEM, [Place] , EM.EnumMap Point (Area, Fence, Area) ) decidePlace noVoid (!m, !pls, !qls) (!i, !special) = case special of SpecialArea ar -> do -- Reserved for corridors and the global fence. let innerArea = fromMaybe (assert `failure` (i, ar)) $ shrink ar !_A0 = shrink innerArea !_A1 = assert (isJust _A0 `blame` (innerArea, gs2)) () if not noVoid && i `ES.member` voidPlaces then do r <- mkVoidRoom innerArea return (m, pls, EM.insert i (r, FNone, ar) qls) else do r <- mkRoom minPlaceSize maxPlaceSize innerArea (tmap, place) <- buildPlace cops kc dnight darkCorTile litCorTile ldepth totalDepth dsecret r Nothing let fence = pfence $ pokind $ qkind place return ( EM.union tmap m , place : pls , EM.insert i (qarea place, fence, ar) qls ) SpecialFixed p@Point{..} placeGroup ar -> do -- Reserved for corridors and the global fence. let innerArea = fromMaybe (assert `failure` (i, ar)) $ shrink ar !_A0 = shrink innerArea !_A1 = assert (isJust _A0 `blame` (innerArea, gs2)) () !_A2 = assert (p `inside` fromArea (fromJust _A0) `blame` (p, innerArea, fixedCenters)) () r = mkFixed maxPlaceSize innerArea p !_A3 = assert (isJust (shrink r) `blame` ( r, p, innerArea, ar , gs2, qls, fixedCenters )) () (tmap, place) <- buildPlace cops kc dnight darkCorTile litCorTile ldepth totalDepth dsecret r (Just placeGroup) let fence = pfence $ pokind $ qkind place return ( EM.union tmap m , place : pls , EM.insert i (qarea place, fence, ar) qls ) SpecialMerged sp p2 -> do (lplaces, dplaces, qplaces) <- decidePlace True (m, pls, qls) (i, sp) return ( lplaces, dplaces , EM.insert p2 (qplaces EM.! i) qplaces ) places <- foldlM' (decidePlace False) (EM.empty, [], EM.empty) $ EM.assocs gs2 return (voidPlaces, lgr, places) (voidPlaces, lgrid, (lplaces, dplaces, qplaces)) <- createPlaces lgrid' let lcorridorsFun lgr = do connects <- connectGrid voidPlaces lgr addedConnects <- do let cauxNum = round $ cauxConnects * fromIntegral (fst lgr * snd lgrid) cns <- nub . sort <$> replicateM cauxNum (randomConnection lgr) -- This allows connections through a single void room, -- if a non-void room on both ends. let notDeadEnd (p, q) = if | p `ES.member` voidPlaces -> q `ES.notMember` voidPlaces && sndInCns p | q `ES.member` voidPlaces -> fstInCns q | otherwise -> True sndInCns p = any (\(p0, q0) -> q0 == p && p0 `ES.notMember` voidPlaces) cns fstInCns q = any (\(p0, q0) -> p0 == q && q0 `ES.notMember` voidPlaces) cns return $! filter notDeadEnd cns let allConnects = connects `union` addedConnects connectPos :: (Point, Point) -> Rnd (Maybe Corridor) connectPos (p0, p1) = connectPlaces (qplaces EM.! p0) (qplaces EM.! p1) cs <- catMaybes <$> mapM connectPos allConnects let pickedCorTile = if dnight then darkCorTile else litCorTile return $! EM.unions (map (digCorridors pickedCorTile) cs) lcorridors <- lcorridorsFun lgrid let doorMapFun lpl lcor = do -- The hacks below are instead of unionWithKeyM, which is costly. let mergeCor _ pl cor = if Tile.isWalkable coTileSpeedup pl then Nothing -- tile already open else Just (Tile.buildAs cotile pl, cor) intersectionWithKeyMaybe combine = EM.mergeWithKey combine (const EM.empty) (const EM.empty) interCor = intersectionWithKeyMaybe mergeCor lpl lcor -- fast mapWithKeyM (pickOpening cops kc lplaces litCorTile dsecret) interCor -- very small doorMap <- doorMapFun lplaces lcorridors fence <- buildFenceRnd cops couterFenceTile subFullArea -- The obscured tile, e.g., scratched wall, stays on the server forever, -- only the suspect variant on client gets replaced by this upon searching. let obscure p t = if isChancePos chidden dsecret p && likelySecret p then Tile.obscureAs cotile $ Tile.buildAs cotile t else return t likelySecret Point{..} = px > 2 && px < cxsize - 3 && py > 2 && py < cysize - 3 umap = EM.unions [doorMap, lplaces, lcorridors, fence] -- order matters dmap <- mapWithKeyM obscure umap return $! Cave {dkind, dsecret, dmap, dplaces, dnight} pickOpening :: Kind.COps -> CaveKind -> TileMapEM -> Kind.Id TileKind -> Int -> Point -> (Kind.Id TileKind, Kind.Id TileKind) -> Rnd (Kind.Id TileKind) pickOpening Kind.COps{cotile, coTileSpeedup} CaveKind{cxsize, cysize, cdoorChance, copenChance, chidden} lplaces litCorTile dsecret pos (hidden, cor) = do let nicerCorridor = if Tile.isLit coTileSpeedup cor then cor else -- If any cardinally adjacent room tile lit, make the opening lit. let roomTileLit p = case EM.lookup p lplaces of Nothing -> False Just tile -> Tile.isLit coTileSpeedup tile vic = vicinityCardinal cxsize cysize pos in if any roomTileLit vic then litCorTile else cor -- Openings have a certain chance to be doors and doors have a certain -- chance to be open. rd <- chance cdoorChance if rd then do doorTrappedId <- Tile.revealAs cotile hidden -- Not all solid tiles can hide a door, so @doorTrappedId@ may in fact -- not be a door at all, hence the check. if Tile.isDoor coTileSpeedup doorTrappedId then do -- door created ro <- chance copenChance if ro then Tile.openTo cotile doorTrappedId else if isChancePos chidden dsecret pos then return $! doorTrappedId -- will become hidden else do doorOpenId <- Tile.openTo cotile doorTrappedId Tile.closeTo cotile doorOpenId else return $! doorTrappedId -- assume this is what content enforces else return $! nicerCorridor digCorridors :: Kind.Id TileKind -> Corridor -> TileMapEM digCorridors tile (p1:p2:ps) = EM.union corPos (digCorridors tile (p2:ps)) where cor = fromTo p1 p2 corPos = EM.fromList $ zip cor (repeat tile) digCorridors _ _ = EM.empty