Remove separate wall color, should be handled by material type
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@@ -18,7 +18,7 @@ decoratedBlock decf mat col h ps = PutBlock bl wl $ reverse ps
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& blMaterial .~ mat
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wl =
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defaultWall
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& wlColor .~ col
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-- & wlColor .~ col
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& wlRotateTo .~ False
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& wlOpacity .~ SeeAbove
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& wlMaterial .~ mat
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@@ -111,7 +111,8 @@ switchDoor btpos btrot dra drb col = pContID
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jsps0J (doorbetween btid dra drc) $
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sps0 (doorbetween btid drb drc)
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where
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doorbetween btid a b = PutSlideDr thedoor (switchWallCol col)
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--doorbetween btid a b = PutSlideDr thedoor (switchWallCol col)
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doorbetween btid a b = PutSlideDr thedoor defaultSwitchWall
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(S.fromList (WallObstacle <$> [WallNotAutoOpen,WallBlockVisibility])) 1 a b
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where
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thedoor =
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@@ -1,6 +1,6 @@
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module Dodge.Placement.Instance.Wall where
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import Color
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import Dodge.Material.Color
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import Control.Lens
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import Data.List
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import Dodge.Data.GenWorld
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@@ -11,7 +11,7 @@ import Dodge.Placement.Instance.Block
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import Geometry
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heightWallPS :: PlacementSpot -> Float -> [Point2] -> Placement
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heightWallPS spot h ps = psPtPl spot $ lowBlock Stone (_wlColor defaultWall) h ps
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heightWallPS spot h ps = psPtPl spot $ lowBlock Stone (materialColor Stone) h ps
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invisibleWall :: [Point2] -> Placement
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invisibleWall ps =
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@@ -89,12 +89,10 @@ baseBlockPane =
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{ _wlLine = (V2 0 0, V2 50 0)
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, _wlID = 0
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--, _wlColor = greyN 0.5
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, _wlColor = dark $ dark orange
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-- , _wlColor = dark $ dark orange
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--, _wlOpacity = Opaque 10
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, _wlOpacity = Opaque 17
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, _wlUnshadowed = True
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, _wlFireThrough = False
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, _wlPenetrable = True
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}
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-- TODO find home for this
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