LambdaHack-0.10.2.0: engine-src/Game/LambdaHack/Server/DungeonGen/Cave.hs
-- | Generation of caves (not yet inhabited dungeon levels) from cave kinds.
module Game.LambdaHack.Server.DungeonGen.Cave
( Cave(..), buildCave
#ifdef EXPOSE_INTERNAL
-- * Internal operations
, pickOpening
#endif
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import qualified Data.EnumMap.Strict as EM
import qualified Data.EnumSet as ES
import Data.Key (mapWithKeyM)
import Data.Word (Word32)
import Game.LambdaHack.Common.Area
import Game.LambdaHack.Common.Kind
import Game.LambdaHack.Common.Point
import qualified Game.LambdaHack.Common.Tile as Tile
import Game.LambdaHack.Common.Vector
import Game.LambdaHack.Content.CaveKind
import Game.LambdaHack.Content.PlaceKind
import Game.LambdaHack.Content.TileKind (TileKind)
import qualified Game.LambdaHack.Core.Dice as Dice
import Game.LambdaHack.Core.Random
import Game.LambdaHack.Definition.Defs
import Game.LambdaHack.Server.DungeonGen.AreaRnd
import Game.LambdaHack.Server.DungeonGen.Place
-- | The type of caves (not yet inhabited dungeon levels).
data Cave = Cave
{ dkind :: ContentId CaveKind -- ^ the kind of the cave
, darea :: Area -- ^ map area of the cave
, dmap :: TileMapEM -- ^ tile kinds in the cave
, dstairs :: EM.EnumMap Point Place
-- ^ stair places indexed by their center
, dentry :: EM.EnumMap Point PlaceEntry
-- ^ room entrances in the cave
, dnight :: Bool -- ^ whether the cave is dark
}
deriving Show
{- |
Generate a cave using an algorithm inspired by the original Rogue,
as follows (in gross simplification):
* The available area is divided into a grid, e.g, 3 by 3,
where each of the 9 grid cells has approximately the same size.
* In some of the 9 grid cells a room is placed at a random position
and with a random size, but larger than the minimum size,
e.g, 2 by 2 floor tiles.
* Rooms that are on horizontally or vertically adjacent grid cells
may be connected by a corridor. Corridors consist of 3 segments of straight
lines (either "horizontal, vertical, horizontal" or "vertical, horizontal,
vertical"). They end in openings in the walls of the room they connect.
It is possible that one or two of the 3 segments have length 0, such that
the resulting corridor is L-shaped or even a single straight line.
* Corridors are generated randomly in such a way that at least every room
on the grid is connected, and a few more might be. It is not sufficient
to always connect all adjacent rooms, because not each cell holds a room.
-}
buildCave :: COps -- ^ content definitions
-> Dice.AbsDepth -- ^ depth of the level to generate
-> Dice.AbsDepth -- ^ absolute depth
-> Area -- ^ map area of the cave
-> Word32 -- ^ secret tile seed
-> ContentId CaveKind -- ^ cave kind to use for generation
-> (X, Y) -- ^ the dimensions of the grid of places
-> EM.EnumMap Point SpecialArea -- ^ pos of stairs, etc.
-> [Point] -- ^ boot positions to be treated as fixed
-> Rnd Cave
buildCave cops@COps{cocave, coplace, cotile, coTileSpeedup}
ldepth totalDepth darea dsecret dkind lgr@(gx, gy) gs bootExtra = do
let kc@CaveKind{..} = okind cocave dkind
darkCorTile <- fromMaybe (error $ "" `showFailure` cdarkCorTile)
<$> opick cotile cdarkCorTile (const True)
litCorTile <- fromMaybe (error $ "" `showFailure` clitCorTile)
<$> opick cotile clitCorTile (const True)
dnight <- oddsDice ldepth totalDepth cnightOdds
let createPlaces = do
minPlaceSize <- castDiceXY ldepth totalDepth cminPlaceSize
maxPlaceSize <- castDiceXY ldepth totalDepth cmaxPlaceSize
let mergeFixed :: EM.EnumMap Point SpecialArea
-> (Point, SpecialArea)
-> EM.EnumMap Point SpecialArea
mergeFixed !gs0 (!i, !special) =
let mergeSpecial ar p2 f =
case EM.lookup p2 gs0 of
Just (SpecialArea ar2) ->
let aSum = sumAreas ar ar2
sp = SpecialMerged (f aSum) p2
in EM.insert i sp $ EM.delete p2 gs0
_ -> gs0
mergable :: X -> Y -> Maybe HV
mergable x y = case EM.lookup (Point x y) gs0 of
Just (SpecialArea ar) ->
let (_, xspan, yspan) = spanArea ar
isFixed p =
p `elem` bootExtra
|| case gs EM.! p of
SpecialFixed{} -> True
_ -> False
in if -- Limit (the aggresive) merging of normal places
-- and leave extra place for merging stairs.
| any isFixed
$ vicinityCardinal gx gy (Point x y) -> Nothing
-- Bias: prefer extending vertically.
-- Not @-2@, but @-4@, to merge aggressively.
| yspan - 4 < snd minPlaceSize -> Just Vert
| xspan - 4 < fst minPlaceSize -> Just Horiz
| otherwise -> Nothing
_ -> Nothing
in case special of
SpecialArea ar -> case mergable (px i) (py i) of
Nothing -> gs0
Just hv -> case hv of
-- Bias; vertical minimal sizes are smaller.
--
-- The commented out cases never happen, because @mergable@
-- is symmetric and we proceed top-left to bottom-right.
--
-- Vert | py i - 1 >= 0
-- && mergable (px i) (py i - 1) == Just Vert ->
-- mergeSpecial ar i{py = py i - 1} SpecialArea
Vert | py i + 1 < gy
&& mergable (px i) (py i + 1) == Just Vert ->
mergeSpecial ar i{py = py i + 1} SpecialArea
-- Horiz | px i - 1 >= 0
-- && mergable (px i - 1) (py i) == Just Horiz ->
-- mergeSpecial ar i{px = px i - 1} SpecialArea
Horiz | px i + 1 < gx
&& mergable (px i + 1) (py i) == Just Horiz ->
mergeSpecial ar i{px = px i + 1} SpecialArea
_ -> gs0
SpecialFixed p placeGroup ar ->
-- If single merge is sufficient to extend the fixed place
-- to full size, and the merge is possible, we perform it.
-- An empty inner list signifies some merge is needed,
-- but not possible, and then we abort and don't waste space.
let (x0, y0, x1, y1) = fromArea ar
dy = 3 -- arbitrary, matches common content
dx = 5 -- arbitrary, matches common content
vics :: [[Point]]
vics = [ [i {py = py i - 1} | py i - 1 >= 0] -- possible
| py p - y0 < dy ] -- needed
++ [ [i {py = py i + 1} | py i + 1 < gy]
| y1 - py p < dy ]
++ [ [i {px = px i - 1} | px i - 1 >= 0]
| px p - x0 < dx ]
++ [ [i {px = px i + 1} | px i + 1 < gx]
| x1 - px p < dx ]
in case vics of
[[p2]] -> mergeSpecial ar p2 (SpecialFixed p placeGroup)
_ -> gs0
SpecialMerged{} -> error $ "" `showFailure` (gs, gs0, i)
gs2 = foldl' mergeFixed gs $ EM.assocs gs
voidPlaces <- do
let gridArea = fromMaybe (error $ "" `showFailure` lgr)
$ toArea (0, 0, gx - 1, gy - 1)
voidNum = round $
cmaxVoid * (fromIntegralWrap :: Int -> Rational) (EM.size gs2)
isOrdinaryArea p = case p `EM.lookup` gs2 of
Just SpecialArea{} -> True
_ -> False
reps <- replicateM voidNum (pointInArea gridArea)
-- repetitions are OK; variance is low anyway
return $! ES.fromList $ filter isOrdinaryArea reps
let decidePlace :: Bool
-> ( TileMapEM
, EM.EnumMap Point (Place, Area)
, EM.EnumMap Point Place )
-> (Point, SpecialArea)
-> Rnd ( TileMapEM
, EM.EnumMap Point (Place, Area)
, EM.EnumMap Point Place )
decidePlace noVoid (!m, !qls, !qstairs) (!i, !special) =
case special of
SpecialArea ar -> do
-- Reserved for corridors and the global fence.
let innerArea = fromMaybe (error $ "" `showFailure` (i, ar))
$ shrink ar
!_A0 = shrink innerArea
!_A1 = assert (isJust _A0 `blame` (innerArea, gs, kc)) ()
if not noVoid && i `ES.member` voidPlaces
then do
qarea <- mkVoidRoom innerArea
let qkind = deadEndId
qmap = EM.empty
qfence = EM.empty
return (m, EM.insert i (Place{..}, ar) qls, qstairs)
else do
r <- mkRoom minPlaceSize maxPlaceSize innerArea
place <- buildPlace cops kc dnight darkCorTile litCorTile
ldepth totalDepth dsecret
r (Just innerArea) []
return ( EM.unions [qmap place, qfence place, m]
, EM.insert i (place, ar) qls
, qstairs )
SpecialFixed p placeFreq ar -> do
-- Reserved for corridors and the global fence.
let innerArea = fromMaybe (error $ "" `showFailure` (i, ar))
$ shrink ar
!_A0 = shrink innerArea
!_A1 = assert (isJust _A0 `blame` (innerArea, gs2, kc)) ()
!_A2 = assert (p `inside` fromJust _A0
`blame` (p, innerArea, gs)) ()
r = mkFixed maxPlaceSize innerArea p
!_A3 = assert (isJust (shrink r)
`blame` ( r, ar, p, innerArea, gs
, gs2, qls, kc )) ()
place <- buildPlace cops kc dnight darkCorTile litCorTile
ldepth totalDepth dsecret r Nothing placeFreq
return ( EM.unions [qmap place, qfence place, m]
, EM.insert i (place, ar) qls
, EM.insert p place qstairs )
SpecialMerged sp p2 -> do
(lplaces, dplaces, dstairs) <-
decidePlace True (m, qls, qstairs) (i, sp)
return ( lplaces
, EM.insert p2 (dplaces EM.! i) dplaces
, dstairs )
places <- foldlM' (decidePlace False) (EM.empty, EM.empty, EM.empty)
$ EM.assocs gs2
return (voidPlaces, lgr, places)
(voidPlaces, lgrid, (lplaces, dplaces, dstairs)) <- createPlaces
let lcorridorsFun :: Rnd ( EM.EnumMap Point ( ContentId TileKind
, ContentId PlaceKind )
, TileMapEM )
lcorridorsFun = do
connects <- connectGrid voidPlaces lgrid
addedConnects <- do
let cauxNum =
round $ cauxConnects * (fromIntegralWrap :: Int -> Rational)
(fst lgrid * snd lgrid)
cns <- map head . group . sort
<$> replicateM cauxNum (randomConnection lgrid)
-- This allows connections through a single void room,
-- if a non-void room on both ends.
let notDeadEnd (p, q) =
if | p `ES.member` voidPlaces ->
q `ES.notMember` voidPlaces && sndInCns p
| q `ES.member` voidPlaces -> fstInCns q
| otherwise -> True
sndInCns p = any (\(p0, q0) ->
q0 == p && p0 `ES.notMember` voidPlaces) cns
fstInCns q = any (\(p0, q0) ->
p0 == q && q0 `ES.notMember` voidPlaces) cns
return $! filter notDeadEnd cns
let allConnects = connects `union` addedConnects
connectPos :: (Point, Point)
-> Rnd (Maybe ( ContentId PlaceKind
, Corridor
, ContentId PlaceKind ))
connectPos (p0, p1) = do
let (place0, area0) = dplaces EM.! p0
(place1, area1) = dplaces EM.! p1
savePlaces cor = (qkind place0, cor, qkind place1)
connected <- connectPlaces
(qarea place0, pfence $ okind coplace (qkind place0), area0)
(qarea place1, pfence $ okind coplace (qkind place1), area1)
return $! savePlaces <$> connected
cs <- catMaybes <$> mapM connectPos allConnects
let pickedCorTile = if dnight then darkCorTile else litCorTile
digCorridorSection :: a -> Point -> Point -> EM.EnumMap Point a
digCorridorSection a p1 p2 =
EM.fromList $ zip (fromTo p1 p2) (repeat a)
digCorridor (sqkind, (p1, p2, p3, p4), tqkind) =
( EM.union (digCorridorSection (pickedCorTile, sqkind) p1 p2)
(digCorridorSection (pickedCorTile, tqkind) p3 p4)
, digCorridorSection pickedCorTile p2 p3 )
(lplOuter, lInner) = unzip $ map digCorridor cs
return (EM.unions lplOuter, EM.unions lInner)
(lplcorOuter, lcorInner) <- lcorridorsFun
-- The hacks below are instead of unionWithKeyM, which is costly.
let mergeCor _ pl (cor, pk) = if Tile.isWalkable coTileSpeedup pl
then Nothing -- tile already open
else Just (pl, cor, pk)
{-# INLINE intersectionWithKeyMaybe #-}
intersectionWithKeyMaybe combine =
EM.mergeWithKey combine (const EM.empty) (const EM.empty)
interCor = intersectionWithKeyMaybe mergeCor lplaces lplcorOuter -- fast
doorMap <- mapWithKeyM (pickOpening cops kc lplaces litCorTile dsecret)
interCor -- very small
let subArea = fromMaybe (error $ "" `showFailure` kc) $ shrink darea
fence <- buildFenceRnd cops
cfenceTileN cfenceTileE cfenceTileS cfenceTileW subArea
-- The obscured tile, e.g., scratched wall, stays on the server forever,
-- only the suspect variant on client gets replaced by this upon searching.
let sub2Area = fromMaybe (error $ "" `showFailure` kc) $ shrink subArea
sub3Area = fromMaybe (error $ "" `showFailure` kc) $ shrink sub2Area
likelySecret = (`inside` sub3Area)
obscure p t = if isChancePos 1 chidden dsecret p && likelySecret p
then Tile.obscureAs cotile t
else return t
lplacesObscured <- mapWithKeyM obscure lplaces
let lcorOuter = EM.map fst lplcorOuter
aroundFence Place{..} =
if pfence (okind coplace qkind) `elem` [FFloor, FGround]
then EM.map (const $ PAround qkind) qfence
else EM.empty
pickRepresentant Place{..} =
let (representant, _, _) = spanArea qarea
in EM.singleton representant $ PExists qkind
dentry = EM.unions $
[EM.map (\(_, _, pk) -> PEntry pk) interCor]
++ map (\(place, _) -> aroundFence place) (EM.elems dplaces)
++ -- for @FNone@ fences with walkable tiles on the edges
-- that may have no intersection with corridots,
-- particularly if @X@ is used
map (\(place, _) -> pickRepresentant place) (EM.elems dplaces)
dmap = EM.unions [doorMap, lplacesObscured, lcorOuter, lcorInner, fence]
-- order matters
return $! Cave {..}
pickOpening :: COps -> CaveKind -> TileMapEM -> ContentId TileKind
-> Word32 -> Point
-> (ContentId TileKind, ContentId TileKind, ContentId PlaceKind)
-> Rnd (ContentId TileKind)
pickOpening COps{cotile, coTileSpeedup}
CaveKind{cdoorChance, copenChance, chidden}
lplaces litCorTile dsecret
pos (pl, cor, _) = do
let nicerCorridor =
if Tile.isLit coTileSpeedup cor then cor
else -- If any cardinally adjacent walkable room tile is lit,
-- make the opening lit, as well.
let roomTileLit p =
case EM.lookup p lplaces of
Nothing -> False
Just tile -> Tile.isWalkable coTileSpeedup tile
&& Tile.isLit coTileSpeedup tile
vic = vicinityCardinalUnsafe pos
in if any roomTileLit vic then litCorTile else cor
-- Openings have a certain chance to be doors and doors have a certain
-- chance to be open.
rd <- chance cdoorChance
if rd then do
let hidden = Tile.buildAs cotile pl
doorTrappedId <- Tile.revealAs cotile hidden
let !_A = assert (Tile.buildAs cotile doorTrappedId == doorTrappedId) ()
-- Not all solid tiles can hide a door (or any other openable tile),
-- so @doorTrappedId@ may in fact not be a door at all, hence the check.
if Tile.isOpenable coTileSpeedup doorTrappedId then do -- door created
ro <- chance copenChance
if ro
then Tile.openTo cotile doorTrappedId
else if isChancePos 1 chidden dsecret pos
then return $! doorTrappedId -- server will hide it
else do
doorOpenId <- Tile.openTo cotile doorTrappedId
Tile.closeTo cotile doorOpenId -- mail do nothing; OK
else return $! doorTrappedId -- assume this is what content enforces
else return $! nicerCorridor