Work towards cross-room placements
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@@ -41,7 +41,7 @@ litCorridor90 = do
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,( V2 0 (h-40) , V2 20 (h-40) )
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,( V2 40 (h-40) , V2 20 (h-40) )
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]
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, _rmPS =
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, _rmPmnts =
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[ sPS (V2 20 (h-5)) 0 putLamp
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, spanLightI (V2 0 (0.4*h)) (V2 40 (0.4*h))
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, windowLine (V2 0 (h-20)) (V2 40 (h-20))
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@@ -63,7 +63,7 @@ longBlockedCorridor = do
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,sPS (V2 20 15) 0 putLamp
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]
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sequence $ treeFromPost (replicate n $ Left <$> randomiseOutLinks corridor)
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$ return $ Right $ set rmPS plmnts corridor
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$ return $ Right $ set rmPmnts plmnts corridor
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-- | A single corridor with a destructible block blocking it.
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blockedCorridor :: RandomGen g => State g (Tree (Either Room Room))
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@@ -74,14 +74,14 @@ blockedCorridor = do
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$ reverse $ rectNSWE 10 (-10) (-10) 10
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,spanLightI (V2 0 15) (V2 40 15)
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]
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sequence $ treeFromPost [] $ return $ Right $ set rmPS plmnts corridor
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sequence $ treeFromPost [] $ return $ Right $ set rmPmnts plmnts corridor
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lasTunnel :: Room
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lasTunnel = defaultRoom
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{ _rmPolys = polys
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, _rmBound = polys
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, _rmLinks = [(V2 20 190,1.5* pi),(V2 0 20,0.5* pi)]
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, _rmPS = [putLasTurret & plSpot .~ PS (V2 10 240) (1.5*pi)
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, _rmPmnts = [putLasTurret & plSpot .~ PS (V2 10 240) (1.5*pi)
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, lowWall (rectNSEW 65 40 0 25)
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, mountLightV (V2 50 10) (V3 40 20 50)
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]
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