Commit before generalising FromWest/South etc
This commit is contained in:
@@ -1,2 +1,28 @@
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module Dodge.Room.Girder where
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import Dodge.Data
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import RandomHelp
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import Dodge.Room.Foreground
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import Dodge.Room.Modify.Girder
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import Color
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addRandomGirderEW :: RandomGen g => Room -> State g Room
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addRandomGirderEW rm = do
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hgshape <- takeOne [girder 96 20 10, girderZ 96 20 10, girderV 96 20 10]
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lgshape <- takeOne [girder 60 20 10, girderZ 60 20 10, girderV 60 20 10]
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addgird <- takeOne $
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[ addGirderNS' hgshape black
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, addGirderNS' lgshape red
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]
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addgird rm
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addRandomGirderFromWest :: RandomGen g => Int -> Room -> State g Room
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addRandomGirderFromWest i rm = do
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(h,col) <- takeOne [(96,black),(60,red)]
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gtype <- takeOne [girder,girderZ,girderV]
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addGirderFromWest i (gtype h 20 10) col rm
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addRandomGirderFrom :: RandomGen g => CardinalPoint -> Int -> Room -> State g Room
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addRandomGirderFrom cp i rm = do
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(h,col) <- takeOne [(96,black),(60,red)]
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gtype <- takeOne [girder,girderZ,girderV]
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addGirderFrom cp i (gtype h 20 10) col rm
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@@ -1,8 +1,11 @@
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module Dodge.Room.Modify.Girder
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( addGirderLights
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, addGirderFrom
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, addHighGirder
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, addGirderEW
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, addGirderNS
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, addGirderNS'
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, addGirderFromWest
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) where
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--import Dodge.Data
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import Dodge.LevelGen.Data
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@@ -36,6 +39,43 @@ addGirderNS shapef col room = do
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$ \ps1 ps2 -> sps0 $ PutShape $ colorSH col $ shapef (_psPos ps1) (_psPos ps2)
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| i <- girderPosOrder]
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)
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-- this can be cleaned up
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addGirderFromWest :: RandomGen g => Int -> (Point2 -> Point2 -> Shape) -> Color -> Room -> State g Room
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addGirderFromWest fromwesti shapef col room = do
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let nwestlnks = length $ filter ((OnEdge North `S.member`) . _rlType) $ _rmLinks room
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girderPosOrder <- shuffle [0 .. nwestlnks - 1]
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return $ room & rmPmnts .:~ foldr1 setFallback
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(sps0 PutNothing : [ twoRoomPoss
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(isUnusedLnkType (FromWest i))
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(isUnusedLnkType (FromWest i))
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$ \ps1 ps2 -> sps0 $ PutShape $ colorSH col $ shapef (_psPos ps1) (_psPos ps2)
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| i <- [fromwesti]]
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)
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addGirderFrom :: RandomGen g => CardinalPoint -> Int
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-> (Point2 -> Point2 -> Shape) -> Color -> Room -> State g Room
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addGirderFrom cp fromwesti shapef col room = do
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let nwestlnks = length $ filter ((OnEdge North `S.member`) . _rlType) $ _rmLinks room
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girderPosOrder <- shuffle [0 .. nwestlnks - 1]
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return $ room & rmPmnts .:~ foldr1 setFallback
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(sps0 PutNothing : [ twoRoomPoss
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(isUnusedLnkType (FromWest i))
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(isUnusedLnkType (FromWest i))
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$ \ps1 ps2 -> sps0 $ PutShape $ colorSH col $ shapef (_psPos ps1) (_psPos ps2)
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| i <- [fromwesti]]
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)
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-- | Allows girder to be on edge
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addGirderNS' :: RandomGen g => (Point2 -> Point2 -> Shape) -> Color -> Room -> State g Room
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addGirderNS' shapef col room = do
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let nwestlnks = length $ filter ((OnEdge North `S.member`) . _rlType) $ _rmLinks room
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girderPosOrder <- shuffle [0 .. nwestlnks - 1]
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return $ room & rmPmnts .:~ foldr1 setFallback
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(sps0 PutNothing : [ twoRoomPoss
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(isUnusedLnkType (FromWest i))
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(isUnusedLnkType (FromWest i))
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$ \ps1 ps2 -> sps0 $ PutShape $ colorSH col $ shapef (_psPos ps1) (_psPos ps2)
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| i <- girderPosOrder]
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)
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addGirderEW :: RandomGen g => (Point2 -> Point2 -> Shape) -> Color -> Room -> State g Room
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addGirderEW shapef col room = do
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let nwestlnks = length $ filter ((OnEdge West `S.member`) . _rlType) $ _rmLinks room
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@@ -74,8 +74,8 @@ roomRect x y xn yn = defaultRoom
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yd = (y - 40) / fromIntegral yn
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xd = (x - 40) / fromIntegral xn
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somelnks poffset ps a = zip (map (+.+ poffset) ps) (repeat a)
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elnks = somelnks (V2 0 20) (gridPoints 0 1 yd (yn+1)) ( pi/2)
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wlnks = somelnks (V2 x 20) (gridPoints 0 1 yd (yn+1)) (-pi/2)
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wlnks = somelnks (V2 0 20) (gridPoints 0 1 yd (yn+1)) ( pi/2)
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elnks = somelnks (V2 x 20) (gridPoints 0 1 yd (yn+1)) (-pi/2)
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nlnks = somelnks (V2 20 y) (gridPoints xd (xn+1) 0 1 ) 0
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slnks = somelnks (V2 20 0) (gridPoints xd (xn+1) 0 1 ) pi
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lnks = m North FromWest FromEast nlnks
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+26
-64
@@ -1,6 +1,11 @@
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--{-# LANGUAGE TupleSections #-}
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module Dodge.Room.Room where
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import Data.Tile
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module Dodge.Room.Room
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( shootingRange
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, weaponRoom
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, roomMiniIntro
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, roomCCrits
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, doubleCorridorBarrels
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) where
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import Dodge.UseAll
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import Dodge.Data
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import Dodge.PlacementSpot
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@@ -9,6 +14,7 @@ import Dodge.Default.Room
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import Dodge.Item.Weapon.BulletGuns
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import Dodge.Creature
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import Dodge.Room.Pillar
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import Dodge.Room.Girder
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import Dodge.Room.Modify.Girder
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import Dodge.LevelGen.Data
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import RandomHelp
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@@ -18,18 +24,16 @@ import Dodge.Placement.Instance
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--import Dodge.LevelGen.Data
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import Dodge.Room.Procedural
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import Dodge.Room.Corridor
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import Dodge.Room.Tanks
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import Dodge.Room.Link
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import Dodge.Room.Door
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import Dodge.Room.Airlock
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import Geometry
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import Tile
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import MonadHelp
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import LensHelp
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--import Color
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import qualified Data.Set as S
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--import Control.Monad.Loops
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import Data.Bifunctor
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roomC :: RandomGen g => Float -> Float -> State g Room
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roomC w h = do
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@@ -37,12 +41,18 @@ roomC w h = do
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[ sPS (V2 0 0) 0 $ PutWall (rectNSWE (h-60) 0 (w/2-10) (w/2+10)) defaultCrystalWall
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, windowLine (V2 (w/2) 0) (V2 (w/2) (h-60))
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]
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shuffleLinks $ roomRectAutoLinks w h
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& restrictOutLinks fromCond
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& rmPmnts .:~ wl
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ntanks <- takeOne [0,0,0,0,0,1,1,1,1,2,3,4]
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thetank <- randomTank <&> plSpot .~ unusedOffPathAwayFromLink 50
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maybeaddgird <- takeOne [return, addRandomGirderFromWest 0, addRandomGirderFrom North 0]
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maybeaddgird =<< (shuffleLinks $ roomRectAutoLinks w h
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& rmLinks %~
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( (setInLinks (\rl -> S.fromList [FromEast 0,OnEdge South] `S.isSubsetOf` _rlType rl))
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. (setOutLinks (\rl -> OnEdge West `S.member` _rlType rl))
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)
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& rmPmnts .++~ (wl : replicate ntanks thetank)
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& rmRandPSs .~ [farside]
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)
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where
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fromCond (V2 x _,_) = x < w / 2 - 10
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farside = do
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x <- state $ randomR (5, w/2 - 20)
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y <- state $ randomR (5, h - 70)
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@@ -59,10 +69,6 @@ roomPadCut ps p = defaultRoom
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branchWith :: Room -> [Tree Room] -> Tree Room
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branchWith r ts = Node r $ return (cleatOnward door) : ts
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manyDoors :: Int -> Tree Room
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manyDoors i = treeFromPost (replicate i door) $ cleatOnward door
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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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@@ -103,23 +109,6 @@ miniTree2 = do
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rm <- glassSwitchBackCrits >>= shuffleLinks . restrictInLinks (\p -> (sndV2 . fst) p < 70)
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return $ branchWith rm (replicate 3 $ treePost [door,corridor,critInDeadEnd])
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miniRoom3 :: RandomGen g => State g (Tree Room)
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miniRoom3 = do
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w <- state $ randomR (300,400)
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h <- state $ randomR (300,400)
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let cp = V2 0 (h/2+40)
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let b = PutBlock StoneBlock 5 [20,20] baseBlockPane $ rectNSEW 10 (-10) (-60) (-80)
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-- baseBlockPlane might need a reverse...
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let plmnts = concatMap
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(\i -> [ sPS cp (fromIntegral i*pi/4) $ windowLineType (V2 0 (-40)) (V2 0 (-80))
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, sPS cp (pi/8+fromIntegral i*pi/4) b]
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) [0..7::Int]
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++ [ sPS cp 0 $ PutCrit miniGunCrit , sPS (V2 (w/2) (h/2)) 0 putLamp ]
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pure <$> shuffleLinks (cleatOnward $ set rmPmnts plmnts $ roomRectAutoLinks w h)
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rot90Around :: Point2 -> Point2 -> Point2
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rot90Around cen p = cen +.+ vNormal (p -.- cen)
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-- So, the idea is to attach outer children to the bottommost right nodes
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-- inside an inner tree
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-- no idea what was going on here...
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@@ -142,31 +131,6 @@ roomCenterPillar = shuffleLinks . restrictInLinks ((\p -> dist p (V2 120 0) < 10
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, mntLightLnkCond (resetPLUse $ rprBool $ \rp _ -> isInLnk rp)
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]
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roomOctogon :: Room
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roomOctogon = defaultRoom
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{ _rmPolys = [poly ]
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, _rmLinks = muout (init lnks) ++ muin [last lnks]
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, _rmPath = allPairs $ map fst lnks -- this is too much
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, _rmPmnts = []
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, _rmBound = [map toV2 [(-20,30),(20,30),(60,70),(60,110),(20,150),(-20,150),(-60,110),(-60,70)] ]
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, _rmFloor = Tiled [makeTileFromPoly poly 7]
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}
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where
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poly = map toV2 [(-20,40),(20,40),(50,70),(50,110),(20,140),(-20,140),(-50,110),(-50,70)]
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lnks = map (first toV2)
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[((0,140),0)
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,((35,125),negate $ pi/4)
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,((-35,125),pi/4)
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,( (50,90),negate $ pi/2)
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,( (-50,90),pi/2)
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,((35,55),negate $ 3*pi/4)
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,((-35,55),3*pi/4)
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,( (0,40),pi)
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]
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allPairs :: Eq a => [a] -> [(a,a)]
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allPairs xs = [(x,y) | x <- xs, y <- xs, x /= y]
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{- Probabilites of the type of the first floor weapon. -}
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randFirstWeapon :: State StdGen PSType
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randFirstWeapon = do
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@@ -287,9 +251,9 @@ weaponRoom i = join $ takeOne
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, weaponLongCorridor >>= rToOnward "weaponLongCorridor"
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]
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roomCCrits :: RandomGen g => State g Room
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roomCCrits = roomC 200 200
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<&> rmPmnts %~ (replicate 20 (spNoID (PSRoomRand 0 (uncurry PS)) randC1) ++ )
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roomCCrits :: RandomGen g => Int -> State g Room
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roomCCrits i = roomC 200 200
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<&> rmPmnts .++~ replicate i (spNoID (PSRoomRand 0 (uncurry PS)) randC1)
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doubleCorridorBarrels :: RandomGen g => State g Room
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doubleCorridorBarrels = do
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@@ -297,13 +261,11 @@ doubleCorridorBarrels = do
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let cond x = (sndV2 . fst) x < h - 40
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return $ restrictInLinks cond $ roomRect 100 h 1 1 & rmPmnts .~
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[blockLine (V2 50 50) (V2 50 h)
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,sPS (V2 25 (h-25)) 0 $ PutCrit $ addArmour autoCrit
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,sPS (V2 75 (h-30)) 0 $ PutCrit explosiveBarrel
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,sPS (V2 75 (h-60)) 0 $ PutCrit explosiveBarrel
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,sPS (V2 85 (h-10)) 0 $ PutCrit explosiveBarrel
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,sPS (V2 85 (h-45)) 0 $ PutCrit explosiveBarrel
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,sPS (V2 25 (h-25)) (negate pi/2) $ PutCrit $ addArmour autoCrit
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,sPS (V2 75 (h-80)) 0 putLamp
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]
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] ++
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[sPS p 0 $ PutCrit explosiveBarrel
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| p <- [ V2 75 (h-30) ,V2 75 (h-60) ,V2 85 (h-10) ,V2 85 (h-45) ] ]
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shootersRoom' :: RandomGen g => State g Room
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shootersRoom' = do
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+10
-25
@@ -1,37 +1,25 @@
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module Dodge.Room.RunPast where
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module Dodge.Room.RunPast
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( lockedStart
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) where
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import Dodge.UseAll
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import Geometry.Polygon
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import Dodge.LevelGen.Data
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import Dodge.LightSource
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--import Dodge.RoomLink
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import Dodge.Data
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--import Dodge.Default
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--import Dodge.Layout.Tree.Either
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import RandomHelp
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import Dodge.Room.Door
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--import Dodge.Room.Room
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import Dodge.Room.Link
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import Dodge.Room.Procedural
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import Dodge.Room.Corridor
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--import Dodge.Room.Foreground
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--import Dodge.Room.RoadBlock
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import Dodge.PlacementSpot
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import Dodge.Placement.Instance
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import Dodge.Tree
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import Dodge.Item.Random
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--import Dodge.Item.Weapon.SprayGuns
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--import Dodge.Item.Weapon.Grenade
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--import Dodge.LevelGen.Data
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import Geometry.Data
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--import Padding
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import Color
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import LensHelp
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import qualified Data.Set as S
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--import qualified Data.IntMap.Strict as IM
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horEdgeTest :: (Float -> Bool) -> ((Point2,Float) -> Bool)
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horEdgeTest t (V2 x _,_) = t x
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roomCritLS :: RandomGen g => State g LightSource
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roomCritLS = do
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@@ -43,27 +31,24 @@ roomCritLS = do
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smallRoom :: Room
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smallRoom = corridorWallN & rmRandPSs .~ [psRandRanges (15,25) (30,45) (pi,2*pi)]
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lookedStart :: RandomGen g => Int -> State g (Tree Room)
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lookedStart i = do
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lockedStart :: RandomGen g => Int -> State g (Tree Room)
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lockedStart i = do
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h <- state $ randomR (200,400::Float)
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thels <- roomCritLS
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theweapon <- randBlockBreakWeapon
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cenroom <- shuffleLinks
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$ roomRectAutoLinks 40 h & rmPmnts .~ [plRRpt 0 (PutFlIt theweapon)]
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cenroom <- shuffleLinks $ roomRectAutoLinks 40 h & rmPmnts .~ []
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theedge <- takeOne $ map OnEdge [West,East]
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let linkcor = smallRoom & rmPmnts .~ [ spanLS thels (V2 0 65) (V2 40 65) ]
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critroom = linkcor & rmPmnts .:~ plRRpt 0 randC1
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switchdoor = triggerDoorRoom i
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n = length $ filter (elem theedge . _rlType) (_rmLinks cenroom)
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doorrooms = map (treePost . (switchdoor:))
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$ [critroom]
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doorrooms = map (treePost . (triggerDoorRoom i:))
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$ [linkcor & rmPmnts .:~ plRRpt 0 randC1]
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: [linkcor,corridor,corridor,cleatOnward door]
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: replicate (n-2) [linkcor]
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return $ Node cenroom $
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map (over root $ rmConnectsTo .~ S.member theedge) doorrooms
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++ [return corridorWallN
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++ [return smallRoom
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{_rmOutPmnt = [OutPlacement (putLitButOnPosExtTrig red useUnusedLnk) i]
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,_rmPmnts = []
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,_rmPmnts = [plRRpt 0 (PutFlIt theweapon)]
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,_rmBound = [rectNSWE 70 30 0 40]
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}
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]
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@@ -71,7 +71,7 @@ randomChallenges = shootingRange
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runPastStart :: RandomGen g => Int -> State g (Tree Room)
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runPastStart i = do
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s <- rezBoxStart
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rp <- lookedStart i
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rp <- lockedStart i
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return . shiftChildren $ attachTree toOnward rp $ fmap ([],) s
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Reference in New Issue
Block a user