Rethink damage data type, work on damage sensors
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module Dodge.Room.SensorDoor where
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import Dodge.LevelGen.Data
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import Dodge.PlacementSpot
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import Dodge.Data
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import Dodge.Tree
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--import Dodge.RoomLink
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import Dodge.Room.Door
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import Dodge.Room.Procedural
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import Dodge.Room.Room
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--import Dodge.Room.Corridor
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import Dodge.Room.Link
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--import Dodge.Room.Procedural
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import Dodge.Room.Foreground
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--import Dodge.Room.RoadBlock
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import Dodge.Placement.Instance
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--import Dodge.Default.Room
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--import Dodge.Item.Weapon.BulletGuns
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--import Dodge.Item.Weapon.Utility
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--import Dodge.LevelGen.Data
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--import Geometry.Data
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import Geometry
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--import Padding
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import Color
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import Shape
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import LensHelp
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import Dodge.RandomHelp
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--import qualified Data.Set as S
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import Data.Maybe
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--import Data.Tree
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import Control.Monad.State
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import System.Random
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sensorRoom :: RandomGen g => DamageType -> Int -> State g (SubCompTree Room)
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sensorRoom senseType n = do
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rm <- takeOne [roomNgon 8 200, roomRectAutoLinks 200 200]
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cenroom <- shuffleLinks $ sensInsideDoor senseType n rm
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let doorroom = triggerDoorRoom n
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return $ treeFromPost [PassDown door,PassDown cenroom,PassDown doorroom] (UseAll door)
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sensAboveDoor :: DamageType -> Float -> PlacementSpot -> Placement
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sensAboveDoor sensetype wth ps = extTrigLitPos
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(atFstLnkOutShiftBy (\(p,a) -> (p +.+ rotateV a (V2 18.5 (-2.5)), a)))
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( \tp -> Just $ damageSensor sensetype wth (upf $ fromJust $ _plMID tp) ps )
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where
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upf trid mc w | _mcSensorAmount mc > 900 = w & triggers . ix trid .~ const True
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| otherwise = w
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sensInsideDoor :: DamageType -> Int -> Room -> Room
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sensInsideDoor senseType outplid rm = rm
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& rmPmnts .:~ psPt atFstLnkOut
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(PutShape $ colorSH yellow $
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thinHighBar 0 (V2 20 (-1)) (V2 20 (-100))
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<> thinHighBar 0 (V2 0 (-100)) (V2 20 (-100))
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<> barPP 1.5 (V3 20 (-1) 0) (V3 20 (-1) 80))
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& rmOutPmnt .~ [OutPlacement (sensAboveDoor senseType 10 (atFstLnkOutShiftInward 100)) outplid]
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