feat(xan): Generate random villages

This algorithm is a little rough around the edges right now, but
generally the idea is we find a relatively closed-off region of the map,
and place rooms randomly on it, expanding them until they run into each
other, then we put doors in the walls of the rooms and a single door
opening into the region. Later on, we'll generate friendly (or
unfriendly!) NPCs to put in those rooms.

Change-Id: Ic989b9905f55ad92a01fdf6db11aa57afb4ce383
Reviewed-on: https://cl.tvl.fyi/c/depot/+/726
Reviewed-by: glittershark <grfn@gws.fyi>
This commit is contained in:
Griffin Smith 2020-06-28 19:33:27 -04:00 committed by glittershark
parent 6c7e14d2dc
commit bf9b09bd8c
12 changed files with 302 additions and 22 deletions

View file

@ -6,7 +6,7 @@ module Xanthous.Generators
( generate
, Generator(..)
, SGenerator(..)
, GeneratorInput
, GeneratorInput(..)
, generateFromInput
, parseGeneratorInput
, showCells
@ -17,6 +17,7 @@ module Xanthous.Generators
, levelDoors
, levelCharacterPosition
, levelTutorialMessage
, levelExtra
, generateLevel
, levelToEntityMap
) where
@ -31,6 +32,7 @@ import qualified Xanthous.Generators.CaveAutomata as CaveAutomata
import qualified Xanthous.Generators.Dungeon as Dungeon
import Xanthous.Generators.Util
import Xanthous.Generators.LevelContents
import Xanthous.Generators.Village as Village
import Xanthous.Data (Dimensions, Position'(Position), Position)
import Xanthous.Data.EntityMap (EntityMap, _EntityMap)
import qualified Xanthous.Data.EntityMap as EntityMap
@ -118,6 +120,7 @@ data Level = Level
, _levelCreatures :: !(EntityMap Creature)
, _levelTutorialMessage :: !(EntityMap GroundMessage)
, _levelStaircases :: !(EntityMap Staircase)
, _levelExtra :: !(EntityMap SomeEntity) -- ^ TODO this is a bit of a hack...
, _levelCharacterPosition :: !Position
}
deriving stock (Generic)
@ -134,6 +137,8 @@ generateLevel gen ps dims = do
rand <- mkStdGen <$> getRandom
let cells = generate gen ps dims rand
_levelWalls = cellsToWalls cells
village <- generateVillage cells gen
let _levelExtra = village
_levelItems <- randomItems cells
_levelCreatures <- randomCreatures cells
_levelDoors <- randomDoors cells
@ -152,3 +157,12 @@ levelToEntityMap level
<> (SomeEntity <$> level ^. levelCreatures)
<> (SomeEntity <$> level ^. levelTutorialMessage)
<> (SomeEntity <$> level ^. levelStaircases)
<> (level ^. levelExtra)
generateVillage
:: MonadRandom m
=> Cells -- ^ Wall positions
-> SGenerator gen
-> m (EntityMap SomeEntity)
generateVillage wallPositions SCaveAutomata = Village.fromCave wallPositions
generateVillage _ _ = pure mempty