Tweak pillar room
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+7
-5
@@ -10,6 +10,7 @@ import Dodge.Item.Weapon
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import Dodge.Item.Weapon.AutoGun
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import Dodge.Item.Weapon.Launcher
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import Dodge.Creature
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import Dodge.Room.Foreground
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--import Dodge.Creature.Inanimate
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--import Dodge.LevelGen
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import Dodge.LevelGen.Data
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@@ -21,6 +22,7 @@ import Dodge.Default.Wall
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--import Dodge.Layout
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import Dodge.Layout.Tree.Polymorphic
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import Dodge.Layout.Tree.Either
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import Dodge.LightSources.Fitting
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--import Dodge.LightSources
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--import Dodge.SoundLogic
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import Dodge.Room.Data
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@@ -78,9 +80,11 @@ roomPadCut ps p = defaultRoom
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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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where
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plmnts = sPS (V2 120 120) 0 putLamp
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: sPS (V2 12 12) 0 putLamp
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: sPS (V2 228 228) 0 putLamp
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plmnts = mountedLightI 70 (V2 120 24) (V2 120 216)
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: mountedLightV (V2 12 12) (V3 25 25 70)
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: mountedLightV (V2 228 228) (V3 215 215 70)
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: sps0 (PutForeground $ thinHighBar 75 (V2 26 25) (V2 120 25))
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: sps0 (PutForeground $ thinHighBar 75 (V2 214 215) (V2 120 215))
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: g 180 150 90 60
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f a x b y = putBlockRect a x b y
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g a b c d = f a b a b ++ f a b c d ++ f c d a b ++ f c d c d
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@@ -321,11 +325,9 @@ weaponBetweenPillars = do
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,sPS crPos2 (d crPos2) randC1
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]
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theRoom = roomPillars & rmPS %~ (++ plmnts)
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-- & rmPolys %~ (rectNSWE 300 0 0 300 :)
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(fmap connectRoom . randomiseOutLinks) =<< filterLinks f theRoom
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where
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f (_,a) = a == 0
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--f (_,_) = True -- this is probably preferable...
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weaponLongCorridor :: RandomGen g => State g (Tree (Either Room Room))
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weaponLongCorridor = do
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