Start cleanup of room in-links
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@@ -87,20 +87,20 @@ placeSpotRoomRand rm i f plmnt w =
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-- the Int here is some id that is assigned when the placement is placed
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placeSpotID :: PlacementSpot -> PSType -> GenWorld -> (Int, GenWorld)
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placeSpotID ps pt w = case pt of
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PutTrigger cnd -> placeNewInto triggers cnd w
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PutTrigger cnd -> plNewID triggers cnd w
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PutMod mdi -> plNewUpID modifications mdID mdi w
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PutProp prp -> plNewUpID props pjID (mvProp p rot prp) w
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PutButton bt -> plNewUpID buttons btID (mvButton p rot bt) w
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PutFlIt itm -> plNewUpID floorItems flItID (createFlIt p rot itm) w
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PutCrit cr -> plNewUpID creatures crID (mvCr p rot cr) w
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PutMachine col pps mc -> placeMachine col (map doShift pps) mc p rot w
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PutMachine col pps mc -> plMachine col (map doShift pps) mc p rot w
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PutLS ls -> plNewUpID lightSources lsID (mvLS p' rot ls) w
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PutPPlate pp -> plNewUpID pressPlates ppID (mvPP p rot pp) w
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RandPS rgn -> evaluateRandPS rgn ps w
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PutDoor col f pss -> placeDoor col f (map (bimap doShift doShift) pss) w
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PutCoord cp -> placeNewInto coordinates (doShift cp) w
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PutDoor col f pss -> plDoor col f (map (bimap doShift doShift) pss) w
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PutCoord cp -> plNewID coordinates (doShift cp) w
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PutSlideDr pth col f a b spd
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-> placeSlideDoor pth col f (doShift a) (doShift b) spd w
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-> plSlideDoor pth col f (doShift a) (doShift b) spd w
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PutBlock bm hp hps wl ps'
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-> placeBlock (map doShift ps') hp wl hps bm w
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PutLineBlock wl bm wdth dpth a b -> placeLineBlock wl bm wdth dpth (doShift a) (doShift b) w
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@@ -142,11 +142,11 @@ addPane wl l wls = IM.insert wlid (wl { _wlLine = l, _wlID = wlid }) wls
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-- | generalised way of putting a new item into a lensed intmap, returning the
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-- new index as well
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placeNewInto :: ALens' World (IM.IntMap a)
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plNewID :: ALens' World (IM.IntMap a)
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-> a
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-> GenWorld
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-> (Int,GenWorld)
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placeNewInto l x w = (i,w & gWorld . l #%~ IM.insert i x)
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plNewID l x w = (i,w & gWorld . l #%~ IM.insert i x)
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where
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i = IM.newKey $ _gWorld w ^# l
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@@ -176,8 +176,8 @@ mvPP p rot pp = pp {_ppPos = p,_ppRot = rot}
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mvCr :: Point2 -> Float -> Creature -> Creature
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mvCr p rot cr = cr {_crPos = p,_crOldPos = p,_crDir = rot}
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placeMachine :: Color -> [Point2] -> Machine -> Point2 -> Float -> GenWorld -> (Int,GenWorld)
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placeMachine color wallpoly mc p rot gw = (mcid
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plMachine :: Color -> [Point2] -> Machine -> Point2 -> Float -> GenWorld -> (Int,GenWorld)
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plMachine color wallpoly mc p rot gw = (mcid
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, gw & gWorld . machines %~ addMc
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& gWorld . walls %~ placeMachineWalls color wallpoly mcid wlid
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)
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