-- | The type of cave kinds. module Game.LambdaHack.Content.CaveKind ( CaveKind(..), validateSingleCaveKind, validateAllCaveKind ) where import Prelude () import Game.LambdaHack.Common.Prelude import qualified Data.Text as T import qualified Game.LambdaHack.Common.Dice as Dice import Game.LambdaHack.Common.Misc import Game.LambdaHack.Common.Point import Game.LambdaHack.Common.Random import Game.LambdaHack.Content.ItemKind (ItemKind) import Game.LambdaHack.Content.PlaceKind import Game.LambdaHack.Content.TileKind (TileKind) -- | Parameters for the generation of dungeon levels. -- Warning: for efficiency, avoid embedded items in any of the common tiles. data CaveKind = CaveKind { csymbol :: Char -- ^ a symbol , cname :: Text -- ^ short description , cfreq :: Freqs CaveKind -- ^ frequency within groups , cxsize :: X -- ^ X size of the whole cave , cysize :: Y -- ^ Y size of the whole cave , cgrid :: Dice.DiceXY -- ^ the dimensions of the grid of places , cminPlaceSize :: Dice.DiceXY -- ^ minimal size of places; for merging , cmaxPlaceSize :: Dice.DiceXY -- ^ maximal size of places , cdarkChance :: Dice.Dice -- ^ the chance a place is dark , cnightChance :: Dice.Dice -- ^ the chance the cave is dark , cauxConnects :: Rational -- ^ a proportion of extra connections , cmaxVoid :: Rational -- ^ at most this proportion of rooms may be void , cminStairDist :: Int -- ^ minimal distance between stairs , cextraStairs :: Dice.Dice -- ^ extra stairs on top of from above , cdoorChance :: Chance -- ^ the chance of a door in an opening , copenChance :: Chance -- ^ if there's a door, is it open? , chidden :: Int -- ^ if not open, hidden one in n times , cactorCoeff :: Int -- ^ the lower, the more monsters spawn , cactorFreq :: Freqs ItemKind -- ^ actor groups to consider , citemNum :: Dice.Dice -- ^ the number of items in the cave , citemFreq :: Freqs ItemKind -- ^ item groups to consider , cplaceFreq :: Freqs PlaceKind -- ^ place groups to consider , cpassable :: Bool -- ^ are passable default tiles permitted , cdefTile :: GroupName TileKind -- ^ the default cave tile , cdarkCorTile :: GroupName TileKind -- ^ the dark cave corridor tile , clitCorTile :: GroupName TileKind -- ^ the lit cave corridor tile , cfillerTile :: GroupName TileKind -- ^ the filler wall , couterFenceTile :: GroupName TileKind -- ^ the outer fence wall , clegendDarkTile :: GroupName TileKind -- ^ the dark place plan legend , clegendLitTile :: GroupName TileKind -- ^ the lit place plan legend , cescapeGroup :: Maybe (GroupName PlaceKind) -- ^ escape, if any , cstairFreq :: Freqs PlaceKind -- ^ place groups to consider for stairs; in this case the rarity -- of items in the group does not affect group choice , cdesc :: Text -- ^ cave description } deriving Show -- No Eq and Ord to make extending it logically sound -- | Catch caves with not enough space for all the places. Check the size -- of the cave descriptions to make sure they fit on screen. Etc. validateSingleCaveKind :: CaveKind -> [Text] validateSingleCaveKind CaveKind{..} = let (minGridX, minGridY) = Dice.minDiceXY cgrid (maxGridX, maxGridY) = Dice.maxDiceXY cgrid (minMinSizeX, minMinSizeY) = Dice.minDiceXY cminPlaceSize (maxMinSizeX, maxMinSizeY) = Dice.maxDiceXY cminPlaceSize (minMaxSizeX, minMaxSizeY) = Dice.minDiceXY cmaxPlaceSize xborder = if couterFenceTile /= "basic outer fence" then 2 else 0 yborder = if couterFenceTile /= "basic outer fence" then 2 else 0 in [ "cname longer than 25" | T.length cname > 25 ] ++ [ "cxsize < 7" | cxsize < 7 ] ++ [ "cysize < 7" | cysize < 7 ] ++ [ "minGridX < 1" | minGridX < 1 ] ++ [ "minGridY < 1" | minGridY < 1 ] ++ [ "minMinSizeX < 1" | minMinSizeX < 1 ] ++ [ "minMinSizeY < 1" | minMinSizeY < 1 ] ++ [ "minMaxSizeX < maxMinSizeX" | minMaxSizeX < maxMinSizeX ] ++ [ "minMaxSizeY < maxMinSizeY" | minMaxSizeY < maxMinSizeY ] ++ [ "cxsize too small" | maxGridX * (maxMinSizeX - 4) + xborder >= cxsize ] ++ [ "cysize too small" | maxGridY * maxMinSizeY + yborder >= cysize ] ++ [ "cextraStairs < 0" | Dice.minDice cextraStairs < 0 ] ++ [ "chidden < 0" | chidden < 0 ] ++ [ "cactorCoeff < 0" | cactorCoeff < 0 ] ++ [ "citemNum < 0" | Dice.minDice citemNum < 0 ] -- | Validate all cave kinds. -- Note that names don't have to be unique: we can have several variants -- of a cave with a given name. validateAllCaveKind :: [CaveKind] -> [Text] validateAllCaveKind lk = if any (maybe False (> 0) . lookup "default random" . cfreq) lk then [] else ["no cave defined for \"default random\""]