LambdaHack- A game engine library for tactical squad ASCII roguelike dungeon crawlers

Safe HaskellNone




Operations on the Area type that involve random numbers.


Picking points inside areas

xyInArea :: Area -> Rnd Point Source #

Pick a random point within an area.

mkVoidRoom :: Area -> Rnd Area Source #

Create a void room, i.e., a single point area within the designated area.

mkRoom Source #


:: (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

data HV Source #

The choice of horizontal and vertical orientation.


Eq HV Source # 
Instance details

Defined in Game.LambdaHack.Server.DungeonGen.AreaRnd


(==) :: HV -> HV -> Bool #

(/=) :: HV -> HV -> Bool #

type Corridor = [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.

Internal operations

sortPoint :: (Point, Point) -> (Point, Point) Source #

Sort the sequence of two points, in the derived lexicographic order.

mkCorridor Source #


:: HV

orientation of the starting section

-> Point

starting point

-> Bool

starting is inside FGround or FFloor

-> Point

ending point

-> Bool

ending is inside FGround or FFloor

-> 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.