Tweak wall cutting, removes inverse walls
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+11
-11
@@ -125,7 +125,7 @@ door = Room
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,((20, 5),pi)
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]
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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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roomPillars = over rmLinks init $ set rmPS plmnts $ roomRect 240 240 2 2
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where
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plmnts = PS (120,120) 0 putLamp
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: PS (10,10) 0 putLamp
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@@ -171,7 +171,7 @@ glassSwitchBack = do
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,blockLine (wth-wllen, 4*hf) ( wth,4*hf)
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, PS (wth/2,hgt/2) 0 $ putLamp
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]
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return $ set rmPS plmnts $ roomRect' wth hgt 2 6
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return $ set rmPS plmnts $ roomRect wth hgt 2 6
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manyDoors :: Int -> Tree (Either Room Room)
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manyDoors i = treePost (replicate i (Left door)) $ Right door
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@@ -182,9 +182,9 @@ glassLesson = do
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return $ Node (Left $ botRoom) [deadRoom door,uppers, treePost (Left door : corridors) $ Right door]
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where uppers = Node (Left door) [deadRoom topRoom]
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botRoom = set rmPS botplmnts
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$ roomRect' 200 200 1 1
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$ roomRect 200 200 1 1
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topRoom = set rmPS topplmnts
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$ roomRect' 200 200 1 1
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$ roomRect 200 200 1 1
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botplmnts = [PS (0,0) 0 $ PutWindow (rectNSWE (200) 0 (90) (110))
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$ withAlpha 0.5 aquamarine
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,PS (50,100) 0 $ PutCrit miniGunCrit
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@@ -218,7 +218,7 @@ miniRoom1 = do
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,blockLine ( 0, 40+3*hf) (wllen,40+3*hf)
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,blockLine (wth-wllen, 40+4*hf) ( wth,40+4*hf)
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]
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return $ set rmPS plmnts $ shiftRoomBy ((0,40),0) $ roomRect' wth hgt 2 4
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return $ set rmPS plmnts $ shiftRoomBy ((0,40),0) $ roomRect wth hgt 2 4
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miniTree2 :: RandomGen g => State g (Tree (Either Room Room))
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miniTree2 = miniRoom1 >>= randomiseOutLinks >>= changeLinkTo (\p -> (snd . fst) p < 70)
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@@ -277,7 +277,7 @@ roomMiniIntro = fmap (g . expandTreeBy f) $ sequence $ treePost
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roomCenterPillar :: RandomGen g => State g Room
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roomCenterPillar = changeLinkTo ((\p -> dist p (120,0) < 10) . fst)
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$ set rmPS plmnts $ roomRect' 240 240 2 2
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$ set rmPS plmnts $ roomRect 240 240 2 2
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where plmnts = [ blockLine (115,115) (115,125)
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, blockLine (125,115) (125,125)
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, PS (40,120) 0 putLamp
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@@ -342,7 +342,7 @@ weaponEmptyRoom = do
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,PS (w/2,h/2) 0 $ putLamp
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]
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(fmap connectRoom . randomiseOutLinks) =<< (changeLinkTo ((\p -> dist p (w/2,0) < 10) . fst)
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$ set rmPS plmnts $ roomRect' w h 2 2)
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$ set rmPS plmnts $ roomRect w h 2 2)
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weaponUnderCrits :: RandomGen g => State g (Tree (Either Room Room))
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@@ -520,7 +520,7 @@ longRoom = do
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]
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brls <- fmap (map (\p -> PS (p +.+ (10,200)) 0 $ PutCrit explosiveBarrel) )
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$ sequence $ replicate 5 $ randInRect (w-20) 900
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let rm = roomRect' w (h+70) 1 1 & rmPolys %~ ( (++)
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let rm = roomRect w (h+70) 1 1 & rmPolys %~ ( (++)
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[rectNSWE h (h-165) (-45) (w+45)
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]
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)
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@@ -548,7 +548,7 @@ shooterRoom = do
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,PS ( 75,h-80) 0 putLamp
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]
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)
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$ roomRect' 100 h 1 1
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$ roomRect 100 h 1 1
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shootersRoom1 :: RandomGen g => State g Room
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@@ -628,7 +628,7 @@ pistolerRoom = do
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++
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concat [f x y | x<-xs,y<-ys]
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return
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$ set rmPS plmnts $ roomRect' w h (max i 2) (max i 2)
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$ set rmPS plmnts $ roomRect w h (max i 2) (max i 2)
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shootingRange :: RandomGen g => State g (Tree (Either Room Room))
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shootingRange = do
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@@ -658,5 +658,5 @@ spawnerRoom = do
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,PS (x/2, y-10) 0 putLamp
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]
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let f ((lx,_),_) = lx < x/2-5
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roomWithSpawner <- (fmap connectRoom . randomiseOutLinks) =<< filterLinks f (set rmPS plmnts $ roomRect' x y 2 2)
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roomWithSpawner <- (fmap connectRoom . randomiseOutLinks) =<< filterLinks f (set rmPS plmnts $ roomRect x y 2 2)
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return $ treeTrunk [Left (airlock 0)] roomWithSpawner
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