{- | 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.Inanimate
import Dodge.LevelGen.Data
import Dodge.Room.Procedural
--import Dodge.Room.Link
import RandomHelp
--import Dodge.LevelGen.Data
import Geometry.Data

import Control.Lens
--import Control.Monad
{- |
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 
    => State g Room
centerVaultExplosiveExit = do
    cr <- takeOne [miniGunCrit, autoCrit]
    let extraPS = 
            [sPS (V2 0 110) 0 $ PutCrit explosiveBarrel
            ,sPS (V2 5 115) 0 $ PutCrit explosiveBarrel
            ,sPS (V2 0 120) 0 $ PutCrit explosiveBarrel
            ,sPS (V2 0 0) 0 $ PutCrit (cr & crState . csDropsOnDeath .~ DropAll)
            ]
    centerVaultRoom 120 120 50 <&> rmPmnts %~ (extraPS ++)
    --r <- centerVaultRoom 120 120 50 <&> rmPmnts %~ (extraPS ++)
    --randomiseLinksBy shuffleTail r <&> rmOutLinks %~ take 2
