-- | Generation of caves (not yet inhabited dungeon levels) from cave kinds. module Game.LambdaHack.Cave ( TileMapXY, SecretMapXY, ItemMapXY, Cave(..), buildCave ) where import Control.Monad import qualified Data.Map as M import qualified Data.List as L import Data.Maybe import Game.LambdaHack.Utils.Assert import Game.LambdaHack.PointXY import Game.LambdaHack.Area import Game.LambdaHack.AreaRnd import Game.LambdaHack.Item import Game.LambdaHack.Random import qualified Game.LambdaHack.Tile as Tile import qualified Game.LambdaHack.Kind as Kind import Game.LambdaHack.Content.CaveKind import Game.LambdaHack.Content.TileKind import qualified Game.LambdaHack.Feature as F import Game.LambdaHack.Place hiding (TileMapXY) import qualified Game.LambdaHack.Place as Place import Game.LambdaHack.Misc import Game.LambdaHack.Time -- | The map of tile kinds in a cave. -- The map is sparse. The default tile that eventually fills the empty spaces -- is specified in the cave kind specification with @cdefaultTile@. type TileMapXY = Place.TileMapXY -- | The map of starting secrecy strength of tiles in a cave. -- The map is sparse. Unspecified tiles have secrecy strength of 0. type SecretMapXY = M.Map PointXY Tile.SecretTime -- | The map of starting items in tiles of a cave. The map is sparse. -- Unspecified tiles have no starting items. type ItemMapXY = M.Map PointXY Item -- | The type of caves (not yet inhabited dungeon levels). data Cave = Cave { dkind :: !(Kind.Id CaveKind) -- ^ the kind of the cave , dmap :: TileMapXY -- ^ tile kinds in the cave , dsecret :: SecretMapXY -- ^ secrecy strength of cave tiles , ditem :: ItemMapXY -- ^ starting items in the cave , dmeta :: String -- ^ debug information about the cave , dplaces :: [Place] -- ^ places generated in the cave } deriving Show {- 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 location 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. -} -- TODO: fix identifier naming and split, after the code grows some more -- | Cave generation by an algorithm inspired by the original Rogue, buildCave :: Kind.COps -- ^ content definitions -> Int -- ^ depth of the level to generate -> Int -- ^ maximum depth of the dungeon -> Kind.Id CaveKind -- ^ cave kind to use for generation -> Rnd Cave buildCave cops@Kind.COps{ cotile=cotile@Kind.Ops{okind=tokind, opick} , cocave=Kind.Ops{okind} } ln depth ci = do let kc@CaveKind{..} = okind ci lgrid@(gx, gy) <- rollDiceXY cgrid lminplace <- rollDiceXY cminPlaceSize let gs = grid lgrid (0, 0, cxsize - 1, cysize - 1) mandatory1 <- replicateM (cnonVoidMin `div` 2) $ xyInArea (0, 0, gx `div` 3, gy - 1) mandatory2 <- replicateM (cnonVoidMin `divUp` 2) $ xyInArea (gx - 1 - (gx `div` 3), 0, gx - 1, gy - 1) places0 <- mapM (\ (i, r) -> do rv <- chance cvoidChance r' <- if rv && i `notElem` (mandatory1 ++ mandatory2) then mkVoidRoom r else mkRoom lminplace r return (i, r')) gs connects <- connectGrid lgrid addedConnects <- if gx * gy > 1 then let caux = round $ cauxConnects * fromIntegral (gx * gy) in replicateM caux (randomConnection lgrid) else return [] let allConnects = L.union connects addedConnects -- no duplicates places = M.fromList places0 cs <- mapM (\ (p0, p1) -> do let r0 = places M.! p0 r1 = places M.! p1 connectPlaces r0 r1) allConnects wallId <- opick cfillerTile (const True) let fenceBounds = (1, 1, cxsize - 2, cysize - 2) fence = buildFence wallId fenceBounds pickedCorTile <- opick ccorridorTile (const True) let addPl (m, pls) (_, (x0, _, x1, _)) | x0 == x1 = return (m, pls) addPl (m, pls) (_, r) = do (tmap, place) <- buildPlace cops kc pickedCorTile ln depth r return (M.union tmap m, place : pls) (lplaces, dplaces) <- foldM addPl (fence, []) places0 let lcorridors = M.unions (L.map (digCorridors pickedCorTile) cs) hiddenMap <- mapToHidden cotile chiddenTile let lm = M.unionWith (mergeCorridor cotile hiddenMap) lcorridors lplaces -- Convert openings into doors, possibly. (dmap, secretMap) <- let f (l, le) (p, t) = if Tile.hasFeature cotile F.Hidden t then do -- Openings have a certain chance to be doors; -- doors have a certain chance to be open; and -- closed doors have a certain chance to be hidden rd <- chance cdoorChance if not rd then return (M.insert p pickedCorTile l, le) else do doorClosedId <- trigger cotile t doorOpenId <- trigger cotile doorClosedId ro <- chance copenChance if ro then return (M.insert p doorOpenId l, le) else do rs <- chance chiddenChance if not rs then return (M.insert p doorClosedId l, le) else do secret <- rollSecret (tokind t) return (l, M.insert p secret le) else return (l, le) in foldM f (lm, M.empty) (M.toList lm) let cave = Cave { dkind = ci , dsecret = secretMap , ditem = M.empty , dmap , dmeta = show allConnects , dplaces } return cave rollSecret :: TileKind -> Rnd Tile.SecretTime rollSecret t = do let getDice (F.Secret dice) _ = dice getDice _ acc = acc defaultDice = RollDice 5 2 d = foldr getDice defaultDice (tfeature t) secretTurns <- rollDice d return $ timeScale timeTurn secretTurns trigger :: Kind.Ops TileKind -> Kind.Id TileKind -> Rnd (Kind.Id TileKind) trigger Kind.Ops{okind, opick} t = let getTo (F.ChangeTo group) _ = Just group getTo _ acc = acc in case foldr getTo Nothing (tfeature (okind t)) of Nothing -> return t Just group -> opick group (const True) digCorridors :: Kind.Id TileKind -> Corridor -> TileMapXY digCorridors tile (p1:p2:ps) = M.union corPos (digCorridors tile (p2:ps)) where corXY = fromTo p1 p2 corPos = M.fromList $ L.zip corXY (repeat tile) digCorridors _ _ = M.empty passable :: [F.Feature] passable = [F.Walkable, F.Openable, F.Hidden] mapToHidden :: Kind.Ops TileKind -> String -> Rnd (M.Map (Kind.Id TileKind) (Kind.Id TileKind)) mapToHidden cotile@Kind.Ops{ofoldrWithKey, opick} chiddenTile = let getHidden ti tk acc = if Tile.canBeHidden cotile tk then do ti2 <- opick chiddenTile $ \ k -> Tile.kindHasFeature F.Hidden k && Tile.similar k tk fmap (M.insert ti ti2) acc else acc in ofoldrWithKey getHidden (return M.empty) mergeCorridor :: Kind.Ops TileKind -> M.Map (Kind.Id TileKind) (Kind.Id TileKind) -> Kind.Id TileKind -> Kind.Id TileKind -> Kind.Id TileKind mergeCorridor cotile _ _ t | L.any (\ f -> Tile.hasFeature cotile f t) passable = t mergeCorridor _ hiddenMap u t = fromMaybe (assert `failure` (u, hiddenMap, t)) $ M.lookup t hiddenMap