{-# LANGUAGE TupleSections #-} -- | The dungeon generation routine. It creates empty dungeons, without -- actors and without items, either lying on the floor or embedded inside tiles. module Game.LambdaHack.Server.DungeonGen ( FreshDungeon(..), dungeonGen #ifdef EXPOSE_INTERNAL -- * Internal operations , convertTileMaps, buildTileMap, anchorDown, buildLevel , snapToStairList, placeDownStairs, levelFromCave #endif ) where import Prelude () import Game.LambdaHack.Core.Prelude import qualified Control.Monad.Trans.State.Strict as St import Data.Either (rights) import qualified Data.EnumMap.Strict as EM import qualified Data.IntMap.Strict as IM import qualified Data.Text as T import qualified Data.Text.IO as T import System.IO (hFlush, stdout) import System.IO.Unsafe (unsafePerformIO) import qualified System.Random as R import Game.LambdaHack.Common.Area import Game.LambdaHack.Definition.Defs import qualified Game.LambdaHack.Core.Dice as Dice import Game.LambdaHack.Common.Kind import Game.LambdaHack.Common.Level import Game.LambdaHack.Common.Point import qualified Game.LambdaHack.Common.PointArray as PointArray import Game.LambdaHack.Core.Random import qualified Game.LambdaHack.Common.Tile as Tile import Game.LambdaHack.Common.Time import Game.LambdaHack.Common.Types import Game.LambdaHack.Content.CaveKind import Game.LambdaHack.Content.ModeKind import qualified Game.LambdaHack.Content.PlaceKind as PK import Game.LambdaHack.Content.RuleKind import Game.LambdaHack.Content.TileKind (TileKind) import qualified Game.LambdaHack.Content.TileKind as TK import Game.LambdaHack.Server.DungeonGen.AreaRnd import Game.LambdaHack.Server.DungeonGen.Cave import Game.LambdaHack.Server.DungeonGen.Place import Game.LambdaHack.Server.ServerOptions convertTileMaps :: COps -> Bool -> Rnd (ContentId TileKind) -> Maybe (Rnd (ContentId TileKind)) -> Area -> TileMapEM -> Rnd TileMap convertTileMaps COps{corule=RuleContent{rXmax, rYmax}, cotile, coTileSpeedup} areAllWalkable cdefTile mpickPassable darea ltile = do let outerId = ouniqGroup cotile "unknown outer fence" runCdefTile :: (R.StdGen, (Int, [(Int, ContentId TileKind)])) -> ( ContentId TileKind , (R.StdGen, (Int, [(Int, ContentId TileKind)])) ) runCdefTile (gen1, (pI, assocs)) = let p = toEnum pI in if p `inside` darea then case assocs of (p2, t2) : rest | p2 == pI -> (t2, (gen1, (pI + 1, rest))) _ -> let (tile, gen2) = St.runState cdefTile gen1 in (tile, (gen2, (pI + 1, assocs))) else (outerId, (gen1, (pI + 1, assocs))) runUnfold gen = let (gen1, gen2) = R.split gen in (PointArray.unfoldrNA rXmax rYmax runCdefTile (gen1, (0, IM.assocs $ EM.enumMapToIntMap ltile)), gen2) converted1 <- St.state runUnfold case mpickPassable of _ | areAllWalkable -> return converted1 -- all walkable; passes OK Nothing -> return converted1 -- no walkable tiles for filling the map Just pickPassable -> do -- some tiles walkable, so ensure connectivity let passes p@Point{..} array = Tile.isWalkable coTileSpeedup (array PointArray.! p) -- If no point blocks on both ends, then I can eventually go -- from bottom to top of the map and from left to right -- unless there are disconnected areas inside rooms). blocksHorizontal (Point x y) array = not (passes (Point (x + 1) y) array || passes (Point (x - 1) y) array) blocksVertical (Point x y) array = not (passes (Point x (y + 1)) array || passes (Point x (y - 1)) array) xeven Point{..} = px `mod` 2 == 0 yeven Point{..} = py `mod` 2 == 0 activeArea = fromMaybe (error $ "" `showFailure` darea) $ shrink darea connect included blocks walkableTile array = let g p c = if p `inside` activeArea && included p && not (Tile.isEasyOpen coTileSpeedup c) && p `EM.notMember` ltile && blocks p array then walkableTile else c in PointArray.imapA g array walkable2 <- pickPassable let converted2 = connect xeven blocksHorizontal walkable2 converted1 walkable3 <- pickPassable let converted3 = connect yeven blocksVertical walkable3 converted2 walkable4 <- pickPassable let converted4 = connect (not . xeven) blocksHorizontal walkable4 converted3 walkable5 <- pickPassable let converted5 = connect (not . yeven) blocksVertical walkable5 converted4 return converted5 buildTileMap :: COps -> Cave -> Rnd TileMap buildTileMap cops@COps{cotile, cocave} Cave{dkind, darea, dmap} = do let CaveKind{cpassable, cdefTile} = okind cocave dkind pickDefTile = fromMaybe (error $ "" `showFailure` cdefTile) <$> opick cotile cdefTile (const True) wcond = Tile.isEasyOpenKind mpickPassable = if cpassable then Just $ fromMaybe (error $ "" `showFailure` cdefTile) <$> opick cotile cdefTile wcond else Nothing nwcond = not . Tile.kindHasFeature TK.Walkable areAllWalkable <- isNothing <$> opick cotile cdefTile nwcond convertTileMaps cops areAllWalkable pickDefTile mpickPassable darea dmap anchorDown :: Y anchorDown = 5 -- not 4, asymmetric vs up, for staircase variety; -- symmetry kept for @cfenceApart@ caves, to save real estate -- Create a level from a cave. buildLevel :: COps -> ServerOptions -> Int -> GroupName CaveKind -> Int -> Dice.AbsDepth -> [(Point, Text)] -> Rnd (Level, [(Point, Text)]) buildLevel cops@COps{cocave, coplace, corule=RuleContent{..}} serverOptions ln genName minD totalDepth lstairPrev = do dkind <- fromMaybe (error $ "" `showFailure` genName) <$> opick cocave genName (const True) let kc = okind cocave dkind d = if cfenceApart kc then 1 else 0 -- Simple rule for now: level @ln@ has depth (difficulty) @abs ln@. ldepth = Dice.AbsDepth $ abs ln darea = let (lxPrev, lyPrev) = unzip $ map (px . fst &&& py . fst) lstairPrev -- Stairs take some space, hence the additions. lxMin = max 0 $ -4 - d + minimum (rXmax - 1 : lxPrev) lxMax = min (rXmax - 1) $ 4 + d + maximum (0 : lxPrev) lyMin = max 0 $ -3 - d + minimum (rYmax - 1 : lyPrev) lyMax = min (rYmax - 1) $ 3 + d + maximum (0 : lyPrev) -- Pick minimal cave size that fits all previous stairs. xspan = max (lxMax - lxMin + 1) $ cXminSize kc yspan = max (lyMax - lyMin + 1) $ cYminSize kc x0 = min lxMin $ max (lxMax - xspan + 1) $ (rXmax - xspan) `div` 2 y0 = min lyMin $ max (lyMax - yspan + 1) $ (rYmax - yspan) `div` 2 in fromMaybe (error $ "" `showFailure` kc) $ toArea (x0, y0, x0 + xspan - 1, y0 + yspan - 1) -- Any stairs coming from above are considered extra stairs -- and if they don't exceed @extraStairs@, -- the amount is filled up with single downstairs. -- If they do exceed @extraStairs@, some of them end here. extraStairs <- castDice ldepth totalDepth $ cextraStairs kc let (abandonedStairs, remainingStairsDown) = if ln == minD then (length lstairPrev, 0) else let double = min (length lstairPrev) extraStairs single = max 0 $ extraStairs - double in (length lstairPrev - double, single) (lstairsSingleUp, lstairsDouble) = splitAt abandonedStairs lstairPrev pstairsSingleUp = map fst lstairsSingleUp pstairsDouble = map fst lstairsDouble pallUpStairs = pstairsDouble ++ pstairsSingleUp boot = let (x0, y0, x1, y1) = fromArea darea in rights $ map (snapToStairList 0 pallUpStairs) [ Point (x0 + 4 + d) (y0 + 3 + d) , Point (x1 - 4 - d) (y1 - anchorDown + 1) ] fixedEscape <- case cescapeFreq kc of [] -> return [] escapeFreq -> do -- Escapes don't extend to other levels, so corners not harmful -- (actually neither are the other restrictions inherited from stairs -- placement, but we respect them to keep a uniform visual layout). -- Allowing corners and generating before stars, because they are more -- important that stairs (except the first stairs, but they are guaranteed -- unless the level has no incoming stairs, but if so, plenty of space). mepos <- placeDownStairs "escape" True serverOptions ln kc darea pallUpStairs boot case mepos of Just epos -> return [(epos, escapeFreq)] Nothing -> return [] -- with some luck, there is an escape elsewhere let pescape = map fst fixedEscape pallUpAndEscape = pescape ++ pallUpStairs addSingleDown :: [Point] -> Int -> Rnd [Point] addSingleDown acc 0 = return acc addSingleDown acc k = do mpos <- placeDownStairs "stairs" False serverOptions ln kc darea (pallUpAndEscape ++ acc) boot case mpos of Just pos -> addSingleDown (pos : acc) (k - 1) Nothing -> return acc -- calling again won't change anything pstairsSingleDown <- addSingleDown [] remainingStairsDown let freqDouble carried = filter (\(gn, _) -> carried `elem` T.words (fromGroupName gn)) $ cstairFreq kc ++ cstairAllowed kc fixedStairsDouble = map (second freqDouble) lstairsDouble freqUp carried = map (first (\gn -> toGroupName $ fromGroupName gn <+> "up")) $ freqDouble carried fixedStairsUp = map (second freqUp) lstairsSingleUp freqDown = map (first (\gn -> toGroupName $ fromGroupName gn <+> "down")) $ cstairFreq kc fixedStairsDown = map (, freqDown) pstairsSingleDown pallExits = pallUpAndEscape ++ pstairsSingleDown fixedCenters = EM.fromList $ fixedEscape ++ fixedStairsDouble ++ fixedStairsUp ++ fixedStairsDown -- Avoid completely uniform levels (e.g., uniformly merged places). bootExtra <- if EM.null fixedCenters then do mpointExtra <- placeDownStairs "extra boot" False serverOptions ln kc darea pallExits boot -- With sane content, @Nothing@ should never appear. return $! maybeToList mpointExtra else return [] let posUp Point{..} = Point (px - 1) py posDn Point{..} = Point (px + 1) py lstair = ( map posUp $ pstairsSingleUp ++ pstairsDouble , map posDn $ pstairsDouble ++ pstairsSingleDown ) cellSize <- castDiceXY ldepth totalDepth $ ccellSize kc let subArea = fromMaybe (error $ "" `showFailure` kc) $ shrink darea area = if cfenceApart kc then subArea else darea (lgr, gs) = grid fixedCenters (boot ++ bootExtra) area cellSize dsecret <- randomR (1, maxBound) cave <- buildCave cops ldepth totalDepth darea dsecret dkind lgr gs bootExtra cmap <- buildTileMap cops cave let lvl = levelFromCave cops cave ldepth cmap lstair pescape stairCarried p0 = let Place{qkind} = dstairs cave EM.! p0 freq = map (first $ T.words . tshow) (PK.pfreq $ okind coplace qkind) carriedAll = filter (\t -> any (\(ws, _) -> t `elem` ws) freq) rstairWordCarried in case carriedAll of [t] -> (p0, t) _ -> error $ "wrong carried stair word" `showFailure` (freq, carriedAll, kc) return (lvl, lstairsDouble ++ map stairCarried pstairsSingleDown) snapToStairList :: Int -> [Point] -> Point -> Either Point Point snapToStairList _ [] p = Right p snapToStairList a (pos : rest) p = let nx = if px pos > px p + 5 + a || px pos < px p - 5 - a then px p else px pos ny = if py pos > py p + 3 + a || py pos < py p - 3 - a then py p else py pos np = Point nx ny in if np == pos then Left np else snapToStairList a rest np -- Places yet another staircase (or escape), taking into account only -- the already existing stairs. placeDownStairs :: Text -> Bool -> ServerOptions -> Int -> CaveKind -> Area -> [Point] -> [Point] -> Rnd (Maybe Point) placeDownStairs object cornerPermitted serverOptions ln CaveKind{cminStairDist, cfenceApart} darea ps boot = do let dist cmin p = all (\pos -> chessDist p pos > cmin) ps (x0, y0, x1, y1) = fromArea darea -- Stairs in corners often enlarge next caves, so refrain from -- generating stairs, if only corner available (escapes special-cased). notInCorner Point{..} = cornerPermitted || x1 - x0 + 1 < 40 || y1 - y0 + 1 < 20 -- everything is a corner || px > x0 + 9 && px < x1 - 9 -- enough to fit smallest stairs || py > y0 + 6 && py < y1 - 6 -- enough to fit smallest stairs f p = case snapToStairList 0 ps p of Left{} -> Nothing Right np -> let nnp = either id id $ snapToStairList 0 boot np in if notInCorner nnp then Just nnp else Nothing g p = case snapToStairList 2 ps p of Left{} -> Nothing Right np -> let nnp = either id id $ snapToStairList 2 boot np in if notInCorner nnp && dist cminStairDist nnp then Just nnp else Nothing focusArea = let d = if cfenceApart then 1 else 0 in fromMaybe (error $ "" `showFailure` darea) $ toArea ( x0 + 4 + d, y0 + 3 + d , x1 - 4 - d, y1 - anchorDown + 1 ) mpos <- findPointInArea focusArea g 300 f -- The message fits this debugging level: let !_ = if isNothing mpos && sdumpInitRngs serverOptions then unsafePerformIO $ do T.hPutStrLn stdout $ "Failed to place" <+> object <+> "on level" <+> tshow ln <> ", in" <+> tshow darea hFlush stdout -- Not really expensive, but shouldn't disrupt normal testing nor play. #ifdef WITH_EXPENSIVE_ASSERTIONS error "possible, but unexpected; alarm!" #endif else () return mpos -- Build rudimentary level from a cave kind. levelFromCave :: COps -> Cave -> Dice.AbsDepth -> TileMap -> ([Point], [Point]) -> [Point] -> Level levelFromCave COps{coTileSpeedup} Cave{..} ldepth ltile lstair lescape = let f n t | Tile.isExplorable coTileSpeedup t = n + 1 | otherwise = n lexpl = PointArray.foldlA' f 0 ltile in Level { lkind = dkind , ldepth , lfloor = EM.empty , lembed = EM.empty , lbig = EM.empty , lproj = EM.empty , ltile , lentry = dentry , larea = darea , lsmell = EM.empty , lstair , lescape , lseen = 0 , lexpl , ltime = timeZero , lnight = dnight } -- | Freshly generated and not yet populated dungeon. data FreshDungeon = FreshDungeon { freshDungeon :: Dungeon -- ^ maps for all levels , freshTotalDepth :: Dice.AbsDepth -- ^ absolute dungeon depth } -- | Generate the dungeon for a new game. dungeonGen :: COps -> ServerOptions -> Caves -> Rnd FreshDungeon dungeonGen cops serverOptions caves = do let keys = concatMap fst caves minD = minimum keys maxD = maximum keys freshTotalDepth = assert (signum minD == signum maxD) $ Dice.AbsDepth $ max 10 $ max (abs minD) (abs maxD) placeCaveGroup :: ([(LevelId, Level)], [(Point, Text)]) -> (Int, GroupName CaveKind) -> Rnd ([(LevelId, Level)], [(Point, Text)]) placeCaveGroup (lvls, ldown) (n, genName) = do (newLevel, ldown2) <- -- lstairUp for the next level is lstairDown for the current level buildLevel cops serverOptions n genName minD freshTotalDepth ldown return ((toEnum n, newLevel) : lvls, ldown2) buildLvls :: ([(LevelId, Level)], [(Point, Text)]) -> ([Int], [GroupName CaveKind]) -> Rnd ([(LevelId, Level)], [(Point, Text)]) buildLvls (lvls, ldown) (ns, l) = assert (length ns == length l) $ do lShuffled <- shuffle l let nsl = zip ns lShuffled foldlM' placeCaveGroup (lvls, ldown) nsl (levels, _) <- foldlM' buildLvls ([], []) caves let freshDungeon = EM.fromList levels return $! FreshDungeon{..}