Add dungeon level generation

Add a dungeon level generator, which:

1. generates an infinite sequence of rectangular rooms within the
   dimensions of the level
2. removes any duplicates from that sequence
3. Generates a graph from the delaunay triangulation of the centerpoints
   of those rooms
4. Generates the minimum-spanning-tree of that delaunay triangulation,
   with weights given by line length in points
5. Adds back a subset (default 10-15%) of edges from the delaunay
   triangulation to the graph
6. Uses the resulting graph to draw corridors between the rooms, using a
   random point on the near edge of each room to pick the points of the
   corridors
This commit is contained in:
Griffin Smith 2019-12-30 11:31:56 -05:00
parent 6f427fe4d6
commit e76567b9e7
20 changed files with 680 additions and 103 deletions

View file

@ -0,0 +1,13 @@
diff --git a/src/Data/Geometry/PlanarSubdivision/Merge.hs b/src/Data/Geometry/PlanarSubdivision/Merge.hs
index 1136114..3f4e7bb 100644
--- a/src/Data/Geometry/PlanarSubdivision/Merge.hs
+++ b/src/Data/Geometry/PlanarSubdivision/Merge.hs
@@ -153,7 +153,7 @@ mergeWith' mergeFaces p1 p2 = PlanarSubdivision cs vd rd rf
-- we have to shift the number of the *Arcs*. Since every dart
-- consists of two arcs, we have to shift by numDarts / 2
-- Furthermore, we take numFaces - 1 since we want the first
- -- *internal* face of p2 (the one with FaceId 1) to correspond with the first free
+ -- /internal/ face of p2 (the one with FaceId 1) to correspond with the first free
-- position (at index numFaces)
cs = p1^.components <> p2'^.components