Work towards cross-room placements
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@@ -34,7 +34,7 @@ roomGlassOctogon x = createPathGrid $ defaultRoom
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[ ( V2 0 x , V2 0 (-(x+40)))
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, ( V2 0 (-(x+40)), V2 0 x)
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]
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, _rmPS =
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, _rmPmnts =
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[sPS (V2 fx fx) 0 putLamp
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,sPS (V2 (-fx) fx) 0 putLamp
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,sPS (V2 fx (-fx)) 0 putLamp
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@@ -55,14 +55,14 @@ roomGlassOctogon x = createPathGrid $ defaultRoom
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]
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bossRoom :: RandomGen g => Creature -> State g Room
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bossRoom cr = randomMediumRoom <&> rmPS %~ ( sPS (V2 0 100) (negate $ pi/2) (PutCrit cr) :)
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bossRoom cr = randomMediumRoom <&> rmPmnts %~ ( sPS (V2 0 100) (negate $ pi/2) (PutCrit cr) :)
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armouredChasers :: RandomGen g => State g (Tree Room)
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armouredChasers = do
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ps <- takeN 5 [V2 x y | x <- [-100,-80 .. 100] ,y <- [-100,-80 .. 100] ]
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as <- replicateM 5 . state $ randomR (0,2*pi)
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let theCrits = zipWith3 (\p a c -> sPS p a (PutCrit c)) ps as cs
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treeFromPost [corridor,corridor] <$> (randomMediumRoom <&> rmPS %~ (++ theCrits))
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treeFromPost [corridor,corridor] <$> (randomMediumRoom <&> rmPmnts %~ (++ theCrits))
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where
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cs = (armourChaseCrit & crState . crDropsOnDeath .~ DropSpecific [0])
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: replicate 4 chaseCrit
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@@ -94,7 +94,7 @@ roomCross x y = defaultRoom
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,(V2 (y-20) (-x),pi)
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]
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, _rmPath = []
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, _rmPS =
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, _rmPmnts =
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[ spanLightI (V2 (x+5) x) (V2 (x+5) (-x))
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, spanLightI (V2 (-x-5) x) (V2 (-x-5) (-x))
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]
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@@ -119,7 +119,7 @@ roomShuriken x y =
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{ _rmPolys = ps
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, _rmLinks = [(V2 (x-1) (y-20),negate $ pi/2)]
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, _rmPath = []
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, _rmPS = [mountLight (V2 x x) (V3 (x-20) x 70)]
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, _rmPmnts = [mountLight (V2 x x) (V3 (x-20) x 70)]
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, _rmBound = ps
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}
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in foldr1 combineRooms $ map (\r -> shiftRoomBy (V2 0 0, r) corner) [0,pi/2,pi,3*pi/2]
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@@ -143,7 +143,7 @@ roomTwistCross x y z =
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{ _rmPolys = ps
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, _rmLinks = [(V2 z (y-20), pi/2)]
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, _rmPath = []
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, _rmPS = [mountLight (V2 x x) (V3 (x-20) (x-20) 70)]
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, _rmPmnts = [mountLight (V2 x x) (V3 (x-20) (x-20) 70)]
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, _rmBound = ps
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}
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in foldr1 combineRooms $ map (\r -> shiftRoomBy (V2 0 0, r) corner) [0,pi/2,pi,3*pi/2]
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