Refactor inventory management, add tweak, combine and inspect modes
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@@ -0,0 +1,50 @@
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module Dodge.Default.Wall
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where
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import Dodge.Data
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import Picture
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import qualified DoubleStack as DS
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{- Indestructible wall. -}
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defaultWall :: Wall
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defaultWall = Wall
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{ _wlLine = ((0,0),(50,0))
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, _wlID = 0
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, _wlColor = greyN 0.6
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, _wlSeen = False
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, _wlIsSeeThrough = False
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}
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{- Indestructible see-through wall. -}
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defaultCrystalWall :: Wall
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defaultCrystalWall = Wall
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{ _wlLine = ((0,0),(50,0))
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, _wlID = 0
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, _wlColor = withAlpha 0.5 aquamarine
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, _wlSeen = False
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, _wlIsSeeThrough = True
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}
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{- Door that opens on approach.
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Pathable. -}
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defaultAutoDoor :: Wall
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defaultAutoDoor = Door
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{ _wlLine = ((0,0),(50,0))
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, _wlID = 0
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, _doorMech = id
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, _wlColor = light $ dim $ dim $ dim yellow
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, _wlSeen = False
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, _wlIsSeeThrough = False
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, _doorPathable = True
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, _drPositions = DS.singleton ((0,0),(50,0))
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}
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{-
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Non-pathable door.
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-}
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defaultDoor :: Wall
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defaultDoor = Door
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{ _wlLine = ((0,0),(50,0))
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, _wlID = 0
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, _doorMech = id
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, _wlColor = light $ dim $ dim $ dim yellow
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, _wlSeen = False
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, _wlIsSeeThrough = False
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, _doorPathable = False
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, _drPositions = DS.singleton ((0,0),(50,0))
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}
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@@ -43,3 +43,12 @@ defaultAutoGun = defaultGun
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, _itScrollDown = const id
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, _itInvDisplay = basicWeaponDisplay
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}
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defaultShellAmmo :: Ammo
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defaultShellAmmo = ShellAmmo
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{ _amPayload = \_ -> id
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, _amString = "Shell"
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, _amPjMove = []
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, _amPjDraw = \_ -> blank
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, _amParamSel = 0
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}
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