LambdaHack-0.9.3.1: A game engine library for tactical squad ASCII roguelike dungeon crawlers

Game.LambdaHack.Server.DungeonGen.AreaRnd

Description

Operations on the Area type that involve random numbers.

Synopsis

Picking points inside areas

Arguments

 :: (X, Y) maximum size -> Area the containing area, not the room itself -> Point the center point -> Area

Pick a random point within an area.

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 predicate.

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

data HV Source #

The choice of horizontal and vertical orientation.

Constructors

 Horiz Vert
Instances
 Source # Instance details Methods(==) :: HV -> HV -> Bool #(/=) :: HV -> HV -> Bool #

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.

Constructors

 SpecialArea Area SpecialFixed Point (Freqs PlaceKind) Area SpecialMerged SpecialArea Point
Instances
 Source # Instance details MethodsshowList :: [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

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 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.