Safe Haskell | None |
---|---|
Language | Haskell2010 |
Game.LambdaHack.Server.DungeonGen.AreaRnd
Description
Operations on the Area
type that involve random numbers.
Synopsis
- mkFixed :: (X, Y) -> Area -> Point -> Area
- pointInArea :: Area -> Rnd Point
- findPointInArea :: Area -> (Point -> Maybe Point) -> Int -> (Point -> Maybe Point) -> Rnd (Maybe Point)
- mkVoidRoom :: Area -> Rnd Area
- mkRoom :: (X, Y) -> (X, Y) -> Area -> Rnd Area
- connectGrid :: EnumSet Point -> (X, Y) -> Rnd [(Point, Point)]
- randomConnection :: (X, Y) -> Rnd (Point, Point)
- data HV
- type Corridor = (Point, Point, Point, Point)
- connectPlaces :: (Area, Fence, Area) -> (Area, Fence, Area) -> Rnd (Maybe Corridor)
- data SpecialArea
- grid :: EnumMap Point (Freqs PlaceKind) -> [Point] -> Area -> (X, Y) -> ((X, Y), EnumMap Point SpecialArea)
- connectGrid' :: EnumSet Point -> (X, Y) -> EnumSet Point -> EnumSet Point -> [(Point, Point)] -> Rnd [(Point, Point)]
- sortPoint :: (Point, Point) -> (Point, Point)
- mkCorridor :: HV -> Point -> Bool -> Point -> Bool -> Area -> Rnd Corridor
- borderPlace :: Area -> Fence -> (Area, Area, Bool)
Picking points inside areas
findPointInArea :: Area -> (Point -> Maybe Point) -> Int -> (Point -> Maybe Point) -> Rnd (Maybe Point) Source #
Find a suitable position in the area, based on random points and a preference predicate and fallback acceptability predicate.
mkVoidRoom :: Area -> Rnd Area Source #
Create a void room, i.e., a single point area within the designated area.
Arguments
:: (X, Y) | minimum size |
-> (X, Y) | maximum size |
-> Area | the containing area, not the room itself |
-> Rnd Area |
Create a random room according to given parameters.
Choosing connections
connectGrid :: EnumSet Point -> (X, Y) -> Rnd [(Point, Point)] Source #
Pick a subset of connections between adjacent areas within a grid until there is only one connected component in the graph of all areas.
randomConnection :: (X, Y) -> Rnd (Point, Point) Source #
Pick a single random connection between adjacent areas within a grid.
Plotting corridors
The choice of horizontal and vertical orientation.
type Corridor = (Point, Point, Point, Point) Source #
The coordinates of consecutive fields of a corridor.
connectPlaces :: (Area, Fence, Area) -> (Area, Fence, Area) -> Rnd (Maybe Corridor) Source #
Try to connect two interiors of places with a corridor.
Choose entrances some steps away from the edges, if the place
is big enough. Note that with pfence == FNone
, the inner area considered
is the strict interior of the place, without the outermost tiles.
The corridor connects (touches) the inner areas and the turning point of the corridor (if any) is outside of the outer areas and inside the grid areas.
data SpecialArea Source #
Constructors
SpecialArea Area | |
SpecialFixed Point (Freqs PlaceKind) Area | |
SpecialMerged SpecialArea Point |
Instances
Show SpecialArea Source # | |
Defined in Game.LambdaHack.Server.DungeonGen.AreaRnd Methods showsPrec :: Int -> SpecialArea -> ShowS # show :: SpecialArea -> String # showList :: [SpecialArea] -> ShowS # |
grid :: EnumMap Point (Freqs PlaceKind) -> [Point] -> Area -> (X, Y) -> ((X, Y), EnumMap Point SpecialArea) Source #
Divide uniformly a larger area into the given number of smaller areas overlapping at the edges.
The list of fixed centers (some important points inside) of (non-overlapping) areas is given. Incorporate those, with as little disruption, as possible. Assume each of four boundaries of the cave are covered by a fixed centre.
Internal operations
connectGrid' :: EnumSet Point -> (X, Y) -> EnumSet Point -> EnumSet Point -> [(Point, Point)] -> Rnd [(Point, Point)] Source #
sortPoint :: (Point, Point) -> (Point, Point) Source #
Sort the sequence of two points, in the derived lexicographic order.
Arguments
:: HV | orientation of the starting section |
-> Point | starting point |
-> Bool | starting is inside |
-> Point | ending point |
-> Bool | ending is inside |
-> Area | the area containing the intermediate point |
-> Rnd Corridor | straight sections of the corridor |
Create a corridor, either horizontal or vertical, with a possible intermediate part that is in the opposite direction. There might not always exist a good intermediate point if the places are allowed to be close together and then we let the intermediate part degenerate.