{- | Rooms that can be successfully tackled without having any items. -}
module Dodge.Room.NoNeedWeapon
    ( centerVaultExplosiveExit
    ) where
import Dodge.Data
import Dodge.Creature
import Dodge.Creature.State.Data
--import Dodge.Creature.Inanimate
import Dodge.Room.Data
import Dodge.Room.Procedural
import Dodge.Room.Link
import Dodge.RandomHelp
import Dodge.LevelGen.Data
import Geometry.Data

import Control.Lens
--import Control.Monad
import Control.Monad.State
import System.Random
{- |
A room designed to be /passable/ with no weapons.
Highlights an issue: when trying to place next door rooms, if the level generation fails it will try a different link.
So if there are multiple such, we cannot assume that a given link will be chosen.
To solve this, here we delete unwanted links.
-}
centerVaultExplosiveExit
    :: RandomGen g 
    => Int      -- ^ Door id
    -> State g Room
centerVaultExplosiveExit drID = do
    cr <- takeOne [miniGunCrit, autoCrit]
    let extraPS = 
            [sPS (V2 0 175) 0 $ PutCrit explosiveBarrel
            ,sPS (V2 5 195) 0 $ PutCrit explosiveBarrel
            ,sPS (V2 0 200) 0 $ PutCrit explosiveBarrel
            ,sPS (V2 (-4) 195) 0 $ PutCrit explosiveBarrel
            ,sPS (V2 0 0) 0 $ PutCrit (cr & crState . crDropsOnDeath .~ DropAll)
            ]
    r <- centerVaultRoom drID 200 200 50 <&> rmPS %~ (extraPS ++)
    randomiseLinksBy shuffleTail r <&> rmLinks %~ take 2
