2023-12-05 04:41:16 +00:00
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module Server.Map where
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2023-12-07 16:31:28 +00:00
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import Control.Monad (foldM)
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2023-12-06 05:14:12 +00:00
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import qualified Data.Matrix as M
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2023-12-07 16:31:28 +00:00
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import Linear
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2023-12-06 05:14:12 +00:00
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import System.Random
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2023-12-05 04:41:16 +00:00
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import Library.Types
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-- | This function procedurally generates the Arena for the game
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generateArena
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2023-12-07 16:31:28 +00:00
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:: Int -- ^ Map's height
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-> Int -- ^ Map's width
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-> Float -- ^ Probability for a tile to be an item spawner (between 0 and 1)
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2023-12-05 04:41:16 +00:00
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-> IO Arena -- ^ resulting Arena
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2023-12-07 16:31:28 +00:00
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generateArena arenaRows arenaColumns spawnerChance = do
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arenaMap <- generateMap arenaRows arenaColumns
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spawners <- foldM
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(\acc tileCoord@(r, c) -> do
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let tile = arenaMap M.! tileCoord
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case tile of
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Air -> do
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dieThrow <- randomIO
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if dieThrow < spawnerChance
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then do
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let wands = [minBound .. maxBound]
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randomWandIndex <- randomRIO (0, length wands - 1)
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randomReloadTime <- randomRIO (5, 60)
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pure $
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Spawner
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(wands !! randomWandIndex)
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randomReloadTime
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2023-12-08 04:19:32 +00:00
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SpawnerFull
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0
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(V2 (fromIntegral r) (fromIntegral c) + V2 0.5 0.5)
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: acc
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2023-12-07 16:31:28 +00:00
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else
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pure acc
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_ -> pure acc
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)
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[]
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((,) <$> [1 .. arenaRows] <*> map fromIntegral [1 .. arenaColumns])
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pure (Arena arenaMap spawners)
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2023-12-05 04:41:16 +00:00
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2023-12-06 05:14:12 +00:00
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-- | Generate basic Map of Air and Walls
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2023-12-05 04:41:16 +00:00
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generateMap
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2023-12-07 16:31:28 +00:00
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:: Int -- ^ Map's height
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-> Int -- ^ Map's width
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-> IO ServerMap -- ^ resulting Map
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2023-12-07 16:31:28 +00:00
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generateMap mapRows mapColumns = do
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let initMap = M.matrix mapRows mapColumns (const Air)
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divide 0 0 mapRows mapColumns initMap
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where
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divide :: Int -> Int -> Int -> Int -> ServerMap -> IO ServerMap
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divide rowOffset colOffset rowSize colSize tilemap
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| rowSize <= 3 || colSize <= 3 = pure tilemap
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| otherwise = do
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-- position wall intersection at random
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crossRow <- randomRIO (2, rowSize - 1)
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crossCol <- randomRIO (2, colSize - 1)
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-- position wall passages at random wall tiles
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rowHole1 <- randomRIO (1, crossRow - 1)
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rowHole2 <- randomRIO (crossRow + 1, rowSize - 1)
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colHole1 <- randomRIO (1, crossCol - 1)
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colHole2 <- randomRIO (crossCol + 1, colSize - 1)
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-- determine all possible passages
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2023-12-07 11:51:35 +00:00
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let allHoles =
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[ (rowHole1, crossCol)
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, (rowHole2, crossCol)
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, (crossRow, colHole1)
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, (crossRow, colHole2)
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]
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-- drop one of the passages randomly
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randomDropIndex <- randomRIO (0, length allHoles - 1)
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let randomDrop = allHoles !! randomDropIndex
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holes = filter (/= randomDrop) allHoles
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2023-12-06 05:14:12 +00:00
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crossedMap = M.mapPos
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(\(r, c) tile ->
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if (r - rowOffset == crossRow && c - colOffset > 0 && c - colOffset <= colSize) ||
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(c - colOffset == crossCol && r - rowOffset > 0 && r - rowOffset <= rowSize)
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2023-12-06 05:14:12 +00:00
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then if (r - rowOffset, c - colOffset) `elem` holes
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then Air
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else Wall
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else tile
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)
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tilemap
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divide rowOffset colOffset (crossRow - 1) (crossCol - 1) =<<
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divide rowOffset (colOffset + crossCol + 1) (crossRow - 1) (colSize - crossCol - 1) =<<
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divide (rowOffset + crossRow + 1) colOffset (rowSize - crossRow - 1) (crossCol - 1) =<<
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divide
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(rowOffset + crossRow + 1)
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(colOffset + crossCol + 1)
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(rowSize - crossRow - 1)
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(colSize - crossCol - 1)
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crossedMap
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