Commit mid big tree composing change
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+10
-10
@@ -13,12 +13,12 @@ import Dodge.Item
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--import Dodge.Item.Equipment
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bossKeyItems :: RandomGen g => [ (State g (SubCompTree Room), State g ItemBaseType) ]
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bossKeyItems :: RandomGen g => [ (State g (Tree Room), State g ItemBaseType) ]
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bossKeyItems =
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[(return . UseAll <$> bossRoom autoCrit, takeOne [PISTOL])
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[(return . useAll <$> bossRoom autoCrit, takeOne [PISTOL])
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]
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lockRoomMultiItems :: RandomGen g => [ ( State g (LabSubCompTree Room) , State g [ItemBaseType] ) ]
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lockRoomMultiItems :: RandomGen g => [ ( State g (LabTree Room) , State g [ItemBaseType] ) ]
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lockRoomMultiItems =
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[ (blinkAcrossChallenge, takeOne [[BLINKERUNSAFE,AUTODETECTOR WALLDETECTOR]
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,[BLINKERUNSAFE,CLICKDETECTOR WALLDETECTOR]
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@@ -26,7 +26,7 @@ lockRoomMultiItems =
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)
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]
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lockRoomKeyItems :: RandomGen g => [ (Int -> State g (LabSubCompTree Room) , State g ItemBaseType ) ]
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lockRoomKeyItems :: RandomGen g => [ (Int -> State g (LabTree Room) , State g ItemBaseType ) ]
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lockRoomKeyItems =
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[(lasCenSensEdge, takeOne [LAUNCHER,LASGUN,SPARKGUN,FLATSHIELD,FORCEFIELDGUN] )
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,(sensorRoomRunPast ELECTRICAL, takeOne [STATICMODULE,SPARKGUN] )
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@@ -38,12 +38,12 @@ lockRoomKeyItems =
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,(const $ lasTunnelRunPast 400, takeOne [FLATSHIELD,FORCEFIELDGUN])
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,(keyCardRoomRunPast 0, return (KEYCARD 0))
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]
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keyCardRunPastRand :: RandomGen g => [ (Int -> State g (LabSubCompTree Room) , State g ItemBaseType ) ]
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keyCardRunPastRand :: RandomGen g => [ (Int -> State g (LabTree Room) , State g ItemBaseType ) ]
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keyCardRunPastRand =
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[(keyCardRoomRunPast 0, return (KEYCARD 0))
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]
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itemRooms :: RandomGen g => [(ItemBaseType, State g (LabSubCompTree Room))]
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itemRooms :: RandomGen g => [(ItemBaseType, State g (LabTree Room))]
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itemRooms =
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[ (LAUNCHER , join $ takeOne
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[corridorBoss launcherCrit
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@@ -104,17 +104,17 @@ someCrits = do
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++ replicate 20 chaseCrit
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--addcrits :: RandomGen g => [Item] -> State g (SubCompTree Room)
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--addcrits :: RandomGen g => [Item] -> State g (Tree Room)
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--addcrits its = do
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-- nCrits <- state $ randomR (1,3)
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-- crits <- takeN nCrits <=< shuffle $ fmap PutCrit $ [spreadGunCrit,pistolCrit,autoCrit,armourChaseCrit]
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-- return $ roomsContaining crits its
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corridorBoss :: RandomGen g => Creature -> State g (LabSubCompTree Room)
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corridorBoss :: RandomGen g => Creature -> State g (LabTree Room)
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corridorBoss cr = do
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endroom <- bossRoom cr
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return (treeFromPost (replicate 5 $ PassDown corridor)
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(PassDown endroom)
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return (treeFromPost (replicate 5 $ corridor)
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( endroom)
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,TreeSubLabelling ("corridorBoss-"++_crName cr) Nothing)
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