Separate placement spot from placement type
This commit is contained in:
@@ -24,12 +24,12 @@ import qualified Data.IntSet as IS
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placeSpot :: World -> ((Point2,Float) , Placement) -> World
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placeSpot w (shift, plmnt@Placement{}) =
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let (i,w') = placeSpotID (shiftPSBy shift (_placementSpot plmnt)) w
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let (i,w') = placeSpotID (shiftPSBy shift (_placementSpot plmnt)) (_psType plmnt) w
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in maybe w' (curry (placeSpot w') shift) (_idPlacement plmnt i)
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placeSpot w (shift, PlacementPos p subpl) = placeSpot w (shift, subpl (shiftPoint3By shift p))
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shiftPlacement :: (Point2,Float) -> Placement -> Placement
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shiftPlacement shift (Placement ps f) = Placement (shiftPSBy shift ps)
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shiftPlacement shift (Placement ps pt f) = Placement (shiftPSBy shift ps) pt
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(fmap (fmap $ shiftPlacement shift) f)
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shiftPlacement shift (PlacementPos p f) = PlacementPos (shiftPoint3By shift p)
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(fmap (shiftPlacement shift) f)
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@@ -41,8 +41,8 @@ shiftPSBy (pos,rot) ps = ps
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-- the Int here allows for passing parameters down to other placements:
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-- button ids, etc
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placeSpotID :: PlacementSpot -> World -> (Int, World)
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placeSpotID ps w = case _psType ps of
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placeSpotID :: PlacementSpot -> PSType -> World -> (Int, World)
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placeSpotID ps pt w = case pt of
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PutProp prop -> placeProp prop p rot w
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PutButton bt -> placeBt bt p rot w
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PutFlIt itm -> placeFlIt itm p rot w
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@@ -50,7 +50,7 @@ placeSpotID ps w = case _psType ps of
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PutMachine col wallpoly mc -> placeMachine col (map doShift wallpoly) mc p rot w
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PutLS ls -> placeLS ls p' rot w
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PutPressPlate pp -> placePressPlate pp p rot w
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RandPS rgen -> placeSpotID (set psType evaluatedType ps) (set randGen g w)
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RandPS rgen -> placeSpotID ps evaluatedType (set randGen g w)
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where
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(evaluatedType, g) = runState rgen (_randGen w)
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PutDoor col f pss -> placeDoor col f (map (bimap doShift doShift) pss) w
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@@ -31,19 +31,19 @@ data PSType = PutCrit {_unPutCrit :: Creature}
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data PlacementSpot = PS
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{ _psPos :: Point2
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, _psRot :: Float
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, _psType :: PSType
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}
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data Placement = Placement
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{ _placementSpot :: PlacementSpot
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, _psType :: PSType
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, _idPlacement :: Int -> Maybe Placement
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}
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| PlacementPos Point3 (Point3 -> Placement)
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sPS :: Point2 -> Float -> PSType -> Placement
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sPS p a pt = Placement (PS p a pt) (const Nothing)
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sPS p a pt = Placement (PS p a) pt (const Nothing)
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jsps :: Point2 -> Float -> PSType -> Maybe Placement
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jsps p a pst = Just $ Placement (PS p a pst) $ const Nothing
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jsps p a pst = Just $ Placement (PS p a) pst $ const Nothing
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jsps0 :: PSType -> Maybe Placement
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jsps0 pst = Just $ sPS (V2 0 0) 0 pst
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@@ -52,19 +52,19 @@ sps0 :: PSType -> Placement
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sps0 = sPS (V2 0 0) 0
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jspsJ :: Point2 -> Float -> PSType -> Placement -> Maybe Placement
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jspsJ p a pst plm = Just $ Placement (PS p a pst) $ \_ -> Just plm
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jspsJ p a pst plm = Just $ Placement (PS p a) pst $ \_ -> Just plm
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jsps0J :: PSType -> Placement -> Maybe Placement
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jsps0J pst plm = Just $ Placement (PS (V2 0 0) 0 pst) $ \_ -> Just plm
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jsps0J pst plm = Just $ Placement (PS (V2 0 0) 0) pst $ \_ -> Just plm
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ps0 :: PSType -> (Int -> Maybe Placement) -> Placement
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ps0 pst = Placement (PS (V2 0 0) 0 pst)
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ps0 pst = Placement (PS (V2 0 0) 0) pst
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jps0 :: PSType -> (Int -> Maybe Placement) -> Maybe Placement
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jps0 pst = Just . Placement (PS (V2 0 0) 0 pst)
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jps0 pst = Just . Placement (PS (V2 0 0) 0) pst
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ps0j :: PSType -> Placement -> Placement
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ps0j pst plmnt = Placement (PS (V2 0 0) 0 pst) (const $ Just plmnt)
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ps0j pst plmnt = Placement (PS (V2 0 0) 0) pst (const $ Just plmnt)
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makeLenses ''PSType
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makeLenses ''PlacementSpot
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@@ -16,7 +16,7 @@ import Data.Either
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damageSensor
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:: (DamageType -> Either Int Int) -- Left gets sensed, Right does damage
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-> Point2 -> Float -> Placement
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damageSensor damF p r = Placement (PS p r $ PutLS theLS)
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damageSensor damF p r = Placement (PS p r) ( PutLS theLS)
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$ \lsid -> jsps p r $ PutMachine blue (reverse $ square wdth) defaultMachine
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{ _mcDraw = sensorSPic
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, _mcUpdate = sensorUpdate damF
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@@ -12,11 +12,11 @@ import Dodge.Placements.LightSource
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import Control.Lens
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putLitButtonID :: Color -> Point2 -> Float -> (Int -> Maybe Placement) -> Placement
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putLitButtonID col p a subpl = mountLightlID ls p'' (addZ 40 p')
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putLitButtonID col p a subpl = mountLightAID ls p'' (addZ 40 p')
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$ \lsid -> jps0 (PutButton (makeButton col (changeLight lsid)) {_btPos = p, _btRot = a})
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subpl
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where
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p' = p -.- 20 *.* vNormal (unitVectorAtAngle a)
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p' = p -.- 30 *.* vNormal (unitVectorAtAngle a)
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p'' = p +.+ 10 *.* vNormal (unitVectorAtAngle a)
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changeLight lsid = lightSources . ix lsid . lsIntensity .~ V3 0 0.5 0
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ls = defaultLS { _lsRad = 75 , _lsIntensity = V3 0.5 0 0 }
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@@ -17,7 +17,7 @@ putDoubleDoor pathing col cond a b speed = putDoubleDoorThen pathing col cond a
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putDoubleDoorThen :: Bool -> Color -> (World -> Bool)
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-> Point2 -> Point2 -> Float -> Maybe Placement -> Placement
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putDoubleDoorThen pathing col cond a b speed mayp = ps0j (PutSlideDoor pathing col cond a half speed)
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$ Placement (PS (V2 0 0) 0 (PutSlideDoor pathing col cond b half speed)) $ const mayp
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$ Placement (PS (V2 0 0) 0) ( (PutSlideDoor pathing col cond b half speed)) $ const mayp
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where
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half = 0.5 *.* (a +.+ b)
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@@ -31,7 +31,7 @@ putAutoDoor a b = PlacementPos (addZ 0 a)
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cond az bz = any (crNearSeg 40 (stripZ az) (stripZ bz)) . IM.filter isAnimate . _creatures
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switchDoor :: Point2 -> Float -> Point2 -> Point2 -> Color -> Placement
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switchDoor btpos btrot dra drb col = Placement (PS btpos btrot $ PutButton $ makeSwitch col red id id)
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switchDoor btpos btrot dra drb col = Placement (PS btpos btrot) (PutButton $ makeSwitch col red id id)
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$ \btid -> jsps0J (PutSlideDoor False col (cond btid) dra drc 2)
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$ sps0 (PutSlideDoor False col (cond btid) drb drc 2)
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where
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@@ -72,35 +72,38 @@ mountLightlID = mountLightOnShape f
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mountLightll :: Point2 -> Point3 -> Placement
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mountLightll = redMID mountLightlID
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mountLightAID :: LightSource -> Point2 -> Point3 -> (Int -> Maybe Placement) -> Placement
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mountLightAID = mountLightOnShape f
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where
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f wallpos (V3 x y z) = girder (z+10) 20 10 pout wallpos
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where
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pout = V2 x y -.- 2 *.* safeNormalizeV (V2 x y -.- wallpos)
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mountLightA :: Point2 -> Point3 -> Placement
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mountLightA wallpos lamppos@(V3 x y z)
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= ps0 (PutLS $ colorLightAt 0.75 lamppos 0)
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$ \_ -> jsps0 $ PutForeground $ girder (z+10) 20 10 pout wallpos
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where
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pout = V2 x y -.- 2 *.* safeNormalizeV (V2 x y -.- wallpos)
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mountLightA = redMID mountLightAID
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mountColLightI :: Point3 -> Float -> Point2 -> Point2 -> Placement
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mountColLightI col h a b = ps0j (PutLS $ colorLightAt col (V3 x y h) 0)
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$ sps0 $ PutForeground $ highPipe (h + 5) a b
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mountLightVID :: LightSource -> Point2 -> Point3 -> (Int -> Maybe Placement) -> Placement
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mountLightVID = mountLightOnShape f
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where
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V2 x y = 0.5 *.* (a +.+ b)
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mountLightI :: Float -> Point2 -> Point2 -> Placement
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mountLightI h a b = ps0j (PutLS $ lightAt (V3 x y h) 0)
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$ sps0 $ PutForeground $ highPipe (h + 5) a b
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where
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V2 x y = 0.5 *.* (a +.+ b)
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f wallpos (V3 x y z) = thinHighBar (z + 5) wallposUp (lxy `extendAway` wallposUp)
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<> thinHighBar (z + 5) wallposDown (lxy `extendAway` wallposDown)
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where
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lxy = V2 x y
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n = vNormal (wallpos -.- lxy)
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wallposUp = wallpos +.+ n
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wallposDown = wallpos -.- n
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mountLightV :: Point2 -> Point3 -> Placement
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mountLightV wallpos lamppos@(V3 x y z)
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= ps0 (PutLS $ colorLightAt 0.75 lamppos 0)
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$ \_ -> jsps0 $ PutForeground $ thinHighBar (z + 5) wallposUp (lxy `extendAway` wallposUp)
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<> thinHighBar (z + 5) wallposDown (lxy `extendAway` wallposDown)
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mountLightV = redMID mountLightVID
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spanColLightI :: Point3 -> Float -> Point2 -> Point2 -> Placement
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spanColLightI col h a b = ps0j (PutLS $ colorLightAt col (V3 x y h) 0)
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$ sps0 $ PutForeground $ highPipe (h + 5) a b
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where
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lxy = V2 x y
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n = vNormal (wallpos -.- lxy)
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wallposUp = wallpos +.+ n
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wallposDown = wallpos -.- n
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V2 x y = 0.5 *.* (a +.+ b)
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spanLightI :: Float -> Point2 -> Point2 -> Placement
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spanLightI = spanColLightI 0.75
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extendAway :: Point2 -> Point2 -> Point2
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extendAway p x = p +.+ safeNormalizeV (p -.- x)
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@@ -110,4 +113,3 @@ putColorLamp col = PutCrit (colorLamp col 90)
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putLamp :: PSType
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putLamp = PutCrit (lamp 90)
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@@ -21,33 +21,20 @@ Places a line of blocks between two points.
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Width 9, also extends out from each point by 9.
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-}
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blockLine :: Point2 -> Point2 -> Placement
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blockLine a b = Placement PS
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{ _psPos = V2 0 0
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, _psRot = 0
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, _psType = PutLineBlock baseBlockPane 9 9 a b
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} (const Nothing)
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blockLine a b = sps0 $ PutLineBlock baseBlockPane 9 9 a b
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{-
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Places an breakable window between two points.
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Width 8, also extends out from each point by 8.
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-}
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windowLine :: Point2 -> Point2 -> Placement
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windowLine a b = Placement PS
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{ _psPos = V2 0 0
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, _psRot = 0
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, _psType = PutLineBlock baseWindowPane 8 8 a b
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} (const Nothing)
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windowLine a b = sps0 $ PutLineBlock baseWindowPane 8 8 a b
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{-
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Places an unbreakable window between two points.
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Width 7, also extends out from each point by 7.
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-}
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crystalLine :: Point2 -> Point2 -> Placement
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crystalLine a b = Placement PS
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{ _psPos = V2 0 0
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, _psRot = 0
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, _psType = PutWall ps defaultCrystalWall
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} (const Nothing)
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crystalLine a b = sps0 $ PutWall ps defaultCrystalWall
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where
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ps =
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[ a +.+ left +.+ up
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@@ -61,14 +48,9 @@ crystalLine a b = Placement PS
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Depth 15, does not extend wider than points.
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-}
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wallLine :: Point2 -> Point2 -> Placement
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wallLine a b = Placement PS
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{ _psPos = V2 0 0
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, _psRot = 0
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, _psType = PutWall ps defaultWall
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} (const Nothing)
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wallLine a b = sps0 $ PutWall ps defaultWall
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where
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ps =
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[ a +.+ up
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ps = [ a +.+ up
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, a -.- up
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, b -.- up
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, b +.+ up
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@@ -107,14 +89,14 @@ replacePutID
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-> Room
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-> Room
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replacePutID i psts r =
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r & rmPS %~ flip (subZipWith (isPutID i) (\ps pt -> ps & placementSpot . psType .~ pt)) psts
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r & rmPS %~ flip (subZipWith (isPutID i) (\ps pt -> ps & psType .~ pt)) psts
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{- Partition a list by a predicate, apply a zip to those elements
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that satisfy the predicate, concatenate
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the new zipped list and the other (unchanged) half. -}
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subZipWith
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:: (a -> Bool) -- ^ Filter: elements to apply zip to
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-> (a -> b -> a) -- ^ Combining function
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-> [a] -- ^ List to be partition
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-> [a] -- ^ List to be partitioned
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-> [b] -- ^ Modifying list
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-> [a]
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subZipWith f g xs ys =
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@@ -122,7 +104,7 @@ subZipWith f g xs ys =
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in zipWith g zs ys ++ ws
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isPutID :: Int -> Placement -> Bool
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isPutID i ps = Just i == ps ^? placementSpot . psType . putID
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isPutID i ps = Just i == ps ^? psType . putID
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putBlockRect :: Float -> Float -> Float -> Float -> [Placement]
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putBlockRect a x b y =
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+1
-1
@@ -66,7 +66,7 @@ roomPadCut ps p = defaultRoom
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roomPillars :: Room
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roomPillars = over rmLinks init $ set rmPS plmnts $ roomRect 240 240 2 2
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where
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plmnts = mountLightI 70 (V2 120 24) (V2 120 216)
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plmnts = spanLightI 70 (V2 120 24) (V2 120 216)
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: mountLightV (V2 12 12) (V3 25 25 70)
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: mountLightV (V2 228 228) (V3 215 215 70)
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: sps0 (PutForeground $ thinHighBar 75 (V2 26 25) (V2 120 25))
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@@ -25,10 +25,10 @@ airlock0 = defaultRoom
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, _rmLinks = lnks
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, _rmPath = [(V2 20 95,V2 20 45) ,(V2 20 45,V2 20 5) ]
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, _rmPS =
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[Placement (PS (V2 (-35) 50) (negate $ pi/2) $ PutButton $ makeSwitch col red id id)
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[Placement (PS (V2 (-35) 50) (negate $ pi/2)) (PutButton $ makeSwitch col red id id)
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$ \btid -> Just $ putDoubleDoorThen False col (not . cond' btid) (V2 (-1) 20) (V2 41 20) 2
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$ Just $ putDoubleDoorThen False col (cond' btid) (V2 (-1) 80) (V2 41 80) 2 Nothing
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,mountLightI 70 (V2 (-2) 30) (V2 (-2) 70)
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,spanLightI 70 (V2 (-2) 30) (V2 (-2) 70)
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,sps0 $ PutForeground $ thinHighBar 75 (V2 40 50) (V2 (-1) 50)
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]
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, _rmBound = [rectNSWE 75 15 0 40]
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@@ -61,7 +61,7 @@ airlock90 = defaultRoom
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,(V2 40 0,V2 0 40)
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]
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, _rmPS =
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[ Placement (PS (V2 120 120) (3 * pi/4) (PutButton $ makeSwitch col red id id))
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[ Placement (PS (V2 120 120) (3 * pi/4)) ((PutButton $ makeSwitch col red id id))
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$ \btid -> jsps (V2 5 5) 0 $ PutDoor col (cond btid) pss
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,mountLightV (V2 20 20) (V3 70 70 50)
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]
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@@ -89,7 +89,7 @@ airlockCrystal = defaultRoom
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, _rmLinks = [(V2 20 130,0) ,(V2 20 0 ,pi) ]
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, _rmPath = [ ]
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, _rmPS =
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[ Placement (PS (V2 145 70) (pi/2) (PutButton $ makeSwitch col red id id))
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[ Placement (PS (V2 145 70) (pi/2)) ( (PutButton $ makeSwitch col red id id))
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$ \btid -> jsps0 $ PutDoor col (cond btid) pss
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, crystalLine (V2 0 70) (V2 40 70)
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, mountLightV (V2 150 70) (V3 110 70 70)
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@@ -97,8 +97,8 @@ roomCross x y = defaultRoom
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]
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, _rmPath = []
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, _rmPS =
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[ mountLightI 70 (V2 (x+5) x) (V2 (x+5) (-x))
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, mountLightI 70 (V2 (-x-5) x) (V2 (-x-5) (-x))
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[ spanLightI 70 (V2 (x+5) x) (V2 (x+5) (-x))
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, spanLightI 70 (V2 (-x-5) x) (V2 (-x-5) (-x))
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]
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, _rmBound =
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[rectNSWE y (-y) (-x) x
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@@ -17,7 +17,7 @@ corridor = defaultRoom
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{ _rmPolys = [poly]
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, _rmLinks = lnks
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, _rmPath = concatMap (doublePair . (,) (V2 20 60) . fst) lnks
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, _rmPS = [ mountLightI 50 (V2 0 40) (V2 40 40) ]
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, _rmPS = [ spanLightI 50 (V2 0 40) (V2 40 40) ]
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, _rmBound = [ rectNSWE 50 30 0 40 ]
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, _rmFloor = [makeTileFromPoly poly 2]
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}
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@@ -110,12 +110,13 @@ girderV h d w x y = colorSH red $ mconcat $
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evenDouble (a:_:xs) = a:a:evenDouble xs
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evenDouble xs = xs
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girder
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:: Float -- ^ height
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girderCol
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:: Color
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-> Float -- ^ height
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-> Float -- ^ distance between cross bars
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-> Float -- ^ width
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-> Point2 -> Point2 -> Shape
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girder h d w x y = colorSH red $ mconcat $
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girderCol col h d w x y = colorSH col $ mconcat $
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[ thinHighBar h xt yt
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, thinHighBar h xb yb
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]
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@@ -129,6 +130,13 @@ girder h d w x y = colorSH red $ mconcat $
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ps = divideLineExact d xb yb
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qs = divideLineExact d xt yt
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girder
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:: Float -- ^ height
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-> Float -- ^ distance between cross bars
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-> Float -- ^ width
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-> Point2 -> Point2 -> Shape
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girder = girderCol red
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robotArm :: Shape
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robotArm = undefined
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@@ -39,7 +39,7 @@ twinSlowDoorRoom w h x = defaultRoom
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]
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, _rmPath = []
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, _rmPS =
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[ Placement (PS (V2 0 (h-5)) pi $ PutButton $ makeButton col id)
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[ Placement (PS (V2 0 (h-5)) pi) ( PutButton $ makeButton col id)
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$ \btid -> jsps0J (PutSlideDoor False col (cond' btid) (V2 x 1) (V2 x h) wlSpeed)
|
||||
$ ps0 (PutSlideDoor False col (cond' btid) (V2 (-x) 1) (V2 (-x) h) wlSpeed)
|
||||
$ \did -> jps0 (PutLS (colorLightAt (V3 0.75 0 0) (V3 0 (h-1) lampHeight) 0))
|
||||
|
||||
@@ -169,7 +169,7 @@ fillNothingPlacement :: PSType -> Room -> Room
|
||||
fillNothingPlacement pst r =
|
||||
r & rmPS %~ replaceNothingWith pst
|
||||
where
|
||||
replaceNothingWith x (Placement (PS p rot PutNothing) _: pss) = sPS p rot x : pss
|
||||
replaceNothingWith x (Placement (PS p rot) PutNothing _: pss) = sPS p rot x : pss
|
||||
replaceNothingWith x (ps:pss) = ps : replaceNothingWith x pss
|
||||
replaceNothingWith _ [] = []
|
||||
{- | Successively fill 'PutNothing' placements with a list of given 'PSType's.
|
||||
@@ -231,7 +231,7 @@ centerVaultRoom w h d = do
|
||||
where
|
||||
col = dim $ dim $ bright red
|
||||
theDoor =
|
||||
[ Placement (PS (V2 35 (d+4)) 0 $ PutButton $ makeSwitch col red id id)
|
||||
[ Placement (PS (V2 35 (d+4)) 0) (PutButton $ makeSwitch col red id id)
|
||||
$ \btid -> jspsJ (V2 0 (d-10)) 0 (PutSlideDoor False col (cond' btid) (V2 (-21) 0) (V2 0 0) 2)
|
||||
$ sPS (V2 0 (d-10)) 0 (PutSlideDoor False col (cond' btid) (V2 21 0) (V2 0 0) 2)
|
||||
]
|
||||
|
||||
@@ -42,7 +42,7 @@ litCorridor90 = do
|
||||
]
|
||||
, _rmPS =
|
||||
[ sPS (V2 20 (h-5)) 0 putLamp
|
||||
, mountLightI 70 (V2 0 (0.4*h)) (V2 40 (0.4*h))
|
||||
, spanLightI 70 (V2 0 (0.4*h)) (V2 40 (0.4*h))
|
||||
, windowLine (V2 0 (h-20)) (V2 40 (h-20))
|
||||
, sPS (V2 (-50) (h-85)) 0 putLamp
|
||||
, windowLine (V2 (-40) (h-60)) (V2 (-40) (h-100))
|
||||
@@ -75,6 +75,6 @@ blockedCorridor = do
|
||||
let plmnts =
|
||||
[sPS (V2 20 40) r $ PutBlock [5,5,5] (V4 (150/256) ( 75/256) 0 ( 250/256))
|
||||
$ reverse $ rectNSWE 10 (-10) (-10) 10
|
||||
,mountLightI 55 (V2 0 15) (V2 40 15)
|
||||
,spanLightI 55 (V2 0 15) (V2 40 15)
|
||||
]
|
||||
sequence $ treeFromPost [] $ return $ Right $ set rmPS plmnts corridor
|
||||
|
||||
@@ -21,7 +21,7 @@ import System.Random
|
||||
|
||||
rezBox :: Room
|
||||
rezBox = shiftRoomBy (V2 (-20) (-10),0) $ roomRect 40 20 1 1
|
||||
& rmPS .~ [ mountColLightI (V3 0 0.7 0.2) 70 (V2 0 10) (V2 40 10) ]
|
||||
& rmPS .~ [ spanColLightI (V3 0 0.7 0.2) 70 (V2 0 10) (V2 40 10) ]
|
||||
|
||||
startRoom :: RandomGen g => State g (Tree (Either Room Room))
|
||||
startRoom = do
|
||||
|
||||
Reference in New Issue
Block a user