Add fallback placement for falled link based placement spots
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+1
-4
@@ -35,10 +35,7 @@ initialRoomTree = do
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t = treeFromTrunk
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[[StartRoom]
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,[Corridor]
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,[AirlockAno]
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,[Corridor]
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,[Corridor]
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,[SpecificRoom $ fmap connectRoom glassSwitchBack]
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,[SpecificRoom $ fmap connectRoom glassSwitchBackCrits]
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,[Corridor]
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,[SpecificRoom $ return $ connectRoom lasTunnel ]
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,[Corridor]
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+3
-37
@@ -7,8 +7,6 @@ import Dodge.LevelGen.Data
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import Dodge.LevelGen.StaticWalls
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import Dodge.LevelGen.Pathing
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import Dodge.Wall.Zone
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import Dodge.Placements.Spot
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import Dodge.RandomHelp
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import Dodge.Zone
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import Dodge.GameRoom
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import Dodge.Bounds
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@@ -28,7 +26,7 @@ import Tile
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import Polyhedra
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import Polyhedra.Data
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import Data.List (nubBy, partition,mapAccumR)
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import Data.List (nubBy)
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import Control.Monad.State
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import Control.Lens
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import System.Random
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@@ -43,7 +41,8 @@ generateLevelFromRoomList :: State StdGen [Room] -> World -> World
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generateLevelFromRoomList gr w
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= initWallZoning
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. setupWorldBounds
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. flip (foldr $ flip placeSpot) plmnts
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-- . flip (foldr $ flip placeSpot) plmnts
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. flip (foldl' placeSpot) plmnts
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$ w { _walls = wallsFromRooms rs
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, _floorTiles = floorsFromRooms rs
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, _gameRooms = gameRoomsFromRooms rs
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@@ -54,42 +53,9 @@ generateLevelFromRoomList gr w
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path = pairsToGraph dist pairPath
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pairPath = concatMap _rmPath rs
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plmnts = concatMap (\rm -> map (rm,) (_rmPS rm)) rs
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--plmnts = concat . snd $ mapAccumR assignPlacementSpots (_randGen w) rs
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rs = zipWith addTile zs . evalState gr $ _randGen w
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zs = map fromIntegral $ randomRs (0,63::Int) $ _randGen w
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-- the idea is to allow use of link coordinates for placements
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-- though the implementation is clunky
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-- this should PutNothing if there are no links available
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-- first it takes the random placements and derandomises them
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-- then it deals with link placement spots
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-- TODO use state monad here
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assignPlacementSpots :: StdGen -> Room -> (StdGen, [(Room,Placement)])
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assignPlacementSpots g rm = (g'
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, map (rm,)
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$ plmnts ++ updatedLnkPlmnts
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)
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where
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(unrandPlmnts, g'') = runState (mapM (derandPlacement rm) (_rmPS rm)) g
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(lnkplmnts, plmnts) = partition islnk unrandPlmnts
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islnk Placement{_placementSpot=PSLnk{}} = True
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islnk _ = False
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(shuffledLnks,g') = runState (shuffle $ _rmLinks rm) g''
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(_,updatedLnkPlmnts) = mapAccumR f (map (invShiftLinkBy $ _rmShift rm) shuffledLnks) lnkplmnts
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f lnks plmnt =
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let (x:xs,ys) = partition (_psLinkTest $ _placementSpot plmnt) lnks
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thepair = _psLinkShift (_placementSpot plmnt) x
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in (xs++ys, updatePS (updatePSLnkUsing thepair) plmnt)
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-- I do not see an obvious way to push randomn placement spots down into recursive placements
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-- So these currently only work for the "top" level
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derandPlacement :: Room -> Placement -> State StdGen Placement
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derandPlacement rm (RandomPlacement x) = derandPlacement rm =<< x
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derandPlacement rm (Placement (PSRoomRand i) pstype cont) = do
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ps <- _rmRandPSs rm !! i
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return (Placement (uncurry PS ps) pstype cont)
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derandPlacement _ x = return x
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updatePSLnkUsing :: (Point2,Float) -> PlacementSpot -> PlacementSpot
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updatePSLnkUsing pf PSLnk{_psLinkShift=f} = uncurry PS $ f pf
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updatePSLnkUsing _ ps = ps
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+11
-5
@@ -26,6 +26,8 @@ import Control.Monad.State
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import Control.Lens
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import qualified Data.IntSet as IS
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-- potential failure cases: randomising using an already set link position
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-- others?
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placeSpot :: World -> (Room , Placement) -> World
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placeSpot w (rm, plmnt@Placement{_placementSpot=PSRoomRand i}) =
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let (ps,g) = runState (_rmRandPSs rm !! i) $_randGen w
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@@ -40,20 +42,24 @@ placeSpot w (rm, plmnt@Placement{}) =
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placeSpot w (rm, PlacementUsingPos p subpl) = placeSpot w (rm, subpl (shiftPoint3By shift p))
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where
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shift = _rmShift rm
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-- random placements SHOULD be dealt with already (see assignPlacementSpots)
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placeSpot w (rm, RandomPlacement rplmnt) = placeSpot (w & randGen .~ g) (rm, plmnt)
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where
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(plmnt, g) = runState rplmnt (_randGen w)
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-- ok, this is unsafe, but whatever
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-- this should be woven into placeSpot
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assignPSToLnk :: Room -> Placement -> World -> World
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assignPSToLnk rm plmnt w = placeSpot (w & randGen .~ g) (rm, updatePS (f lnk) plmnt)
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assignPSToLnk rm plmnt w = case lnks of
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(lnk:_) -> placeSpot (w & randGen .~ g) (rm, updatePS (f lnk) plmnt)
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[] -> case fallback of
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Nothing -> w
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Just plmnt' -> placeSpot w (rm,plmnt')
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where
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rps = _placementSpot plmnt
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fallback = _psFallback rps
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test = _psLinkTest rps
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(lnk:_,g) = runState (shuffle $ filter test $ map (invShiftLinkBy $ _rmShift rm) $ _rmLinks rm)
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(lnks,g) = runState (shuffle $ filter test $ map (invShiftLinkBy $ _rmShift rm) $ _rmLinks rm)
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$ _randGen w
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f x (PSLnk t s)
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f x (PSLnk t s _)
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| t x = uncurry PS $ s x
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f _ ps = ps
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invShiftLinkBy :: (Point2,Float) -> (Point2,Float) -> (Point2,Float)
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@@ -32,6 +32,7 @@ data PlacementSpot
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= PS { _psPos :: Point2 , _psRot :: Float }
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| PSLnk { _psLinkTest :: (Point2,Float) -> Bool
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, _psLinkShift :: (Point2,Float) -> (Point2,Float)
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, _psFallback :: Maybe Placement
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}
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| PSRoomRand
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{ _psRoomRandPointNum :: Int }
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@@ -30,4 +30,4 @@ putLitButtonID' col f subpl
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where
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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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thePS = PSLnk f (\(p,a)->(p,a))
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thePS = PSLnk f id Nothing
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@@ -95,12 +95,12 @@ mountLightA = redMID mountLightAID
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mountLightACond :: ((Point2,Float) -> Bool) -> Placement
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mountLightACond f = updatePSToLevel 2 (const thePS) $ mountLightA 0 (V3 0 (-40) 40)
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where
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thePS = PSLnk f (\(p,a)->(p,a))
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thePS = PSLnk f id Nothing
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mountLightVCond :: ((Point2,Float) -> Bool) -> Placement
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mountLightVCond f = updatePSToLevel 2 (const thePS) $ mountLightV 0 (V3 0 (-20) 40)
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where
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thePS = PSLnk f id
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thePS = PSLnk f id Nothing
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mntLight :: Point2 -> Point2 -> Placement
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mntLight a b = RandomPlacement $ takeOne
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+33
-39
@@ -78,24 +78,6 @@ roomPillars = over rmLinks init $ set rmPS plmnts $ roomRect 240 240 2 2
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branchWith :: Room -> [Tree Room] -> Tree (Either Room Room)
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branchWith r ts = Node (Left r) $ return (Right door) : fmap (fmap Left) ts
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glassSwitchBack :: RandomGen g => State g Room
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glassSwitchBack = do
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wth <- state $ randomR (200,400)
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hgt <- state $ randomR (400,600)
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wllen <- state $ randomR (60,wth/2-40)
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let hf = hgt/5
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let plmnts =
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[windowLine (V2 (wth-60 ) hf ) (V2 wllen hf )
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,windowLine (V2 (wth-wllen) (2*hf)) (V2 60 (2*hf))
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,windowLine (V2 (wth-60 ) (3*hf)) (V2 wllen (3*hf))
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,windowLine (V2 (wth-wllen) (4*hf)) (V2 60 (4*hf))
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,blockLine (V2 0 (1*hf)) (V2 wllen (1*hf))
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,blockLine (V2 (wth-wllen) (2*hf)) (V2 wth (2*hf))
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,blockLine (V2 0 (3*hf)) (V2 wllen (3*hf))
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,blockLine (V2 (wth-wllen) (4*hf)) (V2 wth (4*hf))
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, sPS (V2 (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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manyDoors :: Int -> Tree (Either Room Room)
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manyDoors i = treeFromPost (replicate i (Left door)) $ Right door
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@@ -128,33 +110,45 @@ glassLesson = do
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]
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]
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glassSwitchback1 :: RandomGen g => State g Room
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glassSwitchback1 = do
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glassSwitchBack :: RandomGen g => State g Room
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glassSwitchBack = do
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wth <- state $ randomR (200,400)
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hgt <- state $ randomR (400,600)
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wllen <- state $ randomR (60,wth/2-40)
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let hf = hgt/5
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cry <- randomRanges [--50+2*hf,30+3*hf
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50+3*hf,30+4*hf
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,50+4*hf,30+5*hf
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]
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crx <- state $ randomR (wllen,wth-(wllen+40))
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let plmnts = [windowLine (V2 (wth-60) ( 40+hf)) (V2 wllen (40+hf))
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,windowLine (V2 (wth-wllen) (40+2*hf)) (V2 60 (40+2*hf))
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,windowLine (V2 (wth-60) ( 40+3*hf)) (V2 wllen (40+3*hf))
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,windowLine (V2 (wth-wllen) (40+4*hf)) (V2 60 (40+4*hf))
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,sPS (V2 crx cry) 0 $ PutCrit miniGunCrit
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,sPS (V2 (wth-20) (hgt/2+40)) 0 randC1
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,sPS (V2 (wth/2) (hgt/2)) 0 putLamp
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,blockLine (V2 0 ( 40+1*hf)) (V2 wllen (40+1*hf))
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,blockLine (V2 (wth-wllen) ( 40+2*hf)) (V2 wth (40+2*hf))
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,blockLine (V2 0 ( 40+3*hf)) (V2 wllen (40+3*hf))
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,blockLine (V2 (wth-wllen) ( 40+4*hf)) (V2 wth (40+4*hf))
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]
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return $ set rmPS plmnts $ shiftRoomBy (V2 0 40,0) $ roomRect wth hgt 2 4
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con1 (V2 _ y,_) = y < 0.5*hgt
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plmnts =
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[ mntLightLnkCond con1
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, mntLightLnkCond (not . con1)
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,windowLine (V2 (wth-60 ) hf ) (V2 wllen hf )
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,windowLine (V2 (wth-wllen) (2*hf)) (V2 60 (2*hf))
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,windowLine (V2 (wth-60 ) (3*hf)) (V2 wllen (3*hf))
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,windowLine (V2 (wth-wllen) (4*hf)) (V2 60 (4*hf))
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,blockLine (V2 0 (1*hf)) (V2 wllen (1*hf))
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,blockLine (V2 (wth-wllen) (2*hf)) (V2 wth (2*hf))
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,blockLine (V2 0 (3*hf)) (V2 wllen (3*hf))
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,blockLine (V2 (wth-wllen) (4*hf)) (V2 wth (4*hf))
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, sPS (V2 (wth/2) (hgt/2)) 0 putLamp
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]
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let northPSs = do
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cry <- randomRanges [3*hf+10,4*hf-10
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,4*hf+10,5*hf-10
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]
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crx <- state $ randomR (wllen,wth-(wllen+40))
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return (V2 crx cry,1.5*pi)
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midPS = return (V2 (wth-20) (hgt/2+40), pi)
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return $ roomRect wth hgt 2 4
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& rmPS .~ plmnts
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& rmRandPSs .~ [northPSs,midPS]
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glassSwitchBackCrits :: RandomGen g => State g Room
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glassSwitchBackCrits = glassSwitchBack
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<&> rmPS %~ ([Placement (PSRoomRand 0) (PutCrit miniGunCrit) (const Nothing)
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, Placement (PSRoomRand 1) randC1 (const Nothing)
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] ++)
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miniTree2 :: RandomGen g => State g (Tree (Either Room Room))
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miniTree2 = glassSwitchback1
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miniTree2 = glassSwitchBackCrits
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>>= randomiseOutLinks
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>>= changeLinkTo (\p -> (sndV2 . fst) p < 70)
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<&> flip branchWith (replicate 3 $ treeFromPost [door,corridor] critInDeadEnd)
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