Remove separate wall color, should be handled by material type
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@@ -9,7 +9,6 @@ module Dodge.Data.GenWorld (
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) where
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import ShortShow
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import Color
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import Control.Lens
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import Control.Monad.State
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import qualified Data.Set as S
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@@ -55,7 +54,7 @@ data PSType
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| PutWall {_pwPoly :: [Point2], _pwWall :: Wall}
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| PutSlideDr Door Wall (S.Set EdgeObstacle) Float Point2 Point2
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-- | PutDoor Color EdgeObstacle WdBl [(Point2, Point2)]
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| PutDoor Color (S.Set EdgeObstacle) WdBl Float Point2A Point2A -- [(Point2, Point2)]
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| PutDoor (S.Set EdgeObstacle) WdBl Float Point2A Point2A -- [(Point2, Point2)]
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| RandPS (State StdGen PSType)
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| PutForeground ForegroundShape
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| PutWorldUpdate (Int -> PlacementSpot -> GenWorld -> GenWorld)
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@@ -6,7 +6,16 @@ module Dodge.Data.Material where
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import Data.Aeson
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import Data.Aeson.TH
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data Material = Wood | Dirt | Stone | Glass | Metal | Crystal | Flesh | Electronics
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data Material
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= Wood
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| Dirt
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| Stone
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| Glass
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| Metal
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| Crystal
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| Flesh
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| Electronics
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| ForceField
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deriving (Eq, Ord, Show, Bounded, Enum, Read) --Generic, Flat)
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deriveJSON defaultOptions ''Material
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@@ -7,7 +7,6 @@ module Dodge.Data.Wall (
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module Dodge.Data.Material,
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) where
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import Color
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import Control.Lens
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import Data.Aeson
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import Data.Aeson.TH
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@@ -19,14 +18,10 @@ import qualified Data.Set as S
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data Wall = Wall
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{ _wlLine :: (Point2, Point2)
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, _wlID :: Int
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, _wlColor :: Color
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-- , _wlColor :: Color
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, _wlOpacity :: Opacity
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, _wlPathFlag :: S.Set WallFlag
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, _wlPenetrable :: Bool
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, _wlBouncy :: Bool
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, _wlWalkable :: Bool
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, _wlTouchThrough :: Bool
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, _wlFireThrough :: Bool
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, _wlUnshadowed :: Bool
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, _wlRotateTo :: Bool
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, _wlStructure :: WallStructure
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