Tweak starting rooms
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+33
-27
@@ -121,9 +121,13 @@ door = Room
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]
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]
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roomPillars :: Room
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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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roomPillars = over rmLinks init $ set rmPS plmnts $ roomRect' 240 240 2 2
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where plmnts = g 180 150 90 60
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where
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f a x b y = putBlockRect a x b y
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plmnts = PS (120,120) 0 putLamp
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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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: PS (10,10) 0 putLamp
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: PS (230,230) 0 putLamp
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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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putBlockRect a x b y = [ blockLine (a,b) (a,y)
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putBlockRect a x b y = [ blockLine (a,b) (a,y)
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@@ -269,8 +273,8 @@ roomMiniIntro = fmap (g . expandTreeBy f) $ sequence $ treePost
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roomCenterPillar :: RandomGen g => State g Room
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roomCenterPillar :: RandomGen g => State g Room
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roomCenterPillar = changeLinkTo ((\p -> dist p (120,0) < 10) . fst)
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roomCenterPillar = changeLinkTo ((\p -> dist p (120,0) < 10) . fst)
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$ set rmPS plmnts $ roomRect' 240 240 2 2
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$ set rmPS plmnts $ roomRect' 240 240 2 2
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where plmnts = [ blockLine (110,110) (110,130)
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where plmnts = [ blockLine (115,115) (115,125)
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, blockLine (130,110) (130,130)
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, blockLine (125,115) (125,125)
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, PS (40,120) 0 putLamp
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, PS (40,120) 0 putLamp
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, PS (200,120) 0 putLamp
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, PS (200,120) 0 putLamp
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]
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]
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@@ -336,21 +340,23 @@ weaponEmptyRoom = do
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$ set rmPS plmnts $ roomRect' w h 2 2)
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$ set rmPS plmnts $ roomRect' w h 2 2)
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--weaponUnderCrits :: RandomGen g => State g (Tree (Either Room Room))
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weaponUnderCrits :: RandomGen g => State g (Tree (Either Room Room))
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--weaponUnderCrits = do
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weaponUnderCrits = do
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-- let plmnts = [PS (0,0) 0 $ RandPS randFirstWeapon
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let plmnts = [PS (20,0) 0 $ RandPS randFirstWeapon
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-- ,PS (-5,0) (0-pi/2) $ randC1
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,PS (20,0) (0-pi/2) $ randC1
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-- ,PS (5,20) (0-pi/2) $ randC1
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,PS (20,20) (0-pi/2) $ randC1
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-- ]
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]
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-- let continuationRoom = treeTrunk [Left corridorN,Left corridorN]
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let continuationRoom = treeTrunk [Left corridorN,Left corridorN]
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-- (connectRoom (set rmPS plmnts $ corridorN))
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(connectRoom (set rmPS plmnts $ corridorN))
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-- deadEndRoom <- takeOne [roomSquare,roomPillars,roomVs,roomCenterPillar]
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rcp' <- roomCenterPillar
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-- junctionRoom <- takeOne [Left corridorE,Left corridorW]
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let rcp = over rmPS ( PS (120,80) 0 putLamp : ) rcp'
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-- return $ treeTrunk [Left corridorN,Left corridorN]
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deadEndRoom <- takeOne [roomPillars,rcp]
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-- $ Node junctionRoom
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junctionRoom <- takeOne [Left tEast,Left tWest]
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-- [continuationRoom
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return $ treeTrunk [Left corridorN,Left corridorN]
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-- ,deadRoom deadEndRoom
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$ Node junctionRoom
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-- ]
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[continuationRoom
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,deadRoom deadEndRoom
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]
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weaponBehindPillar :: RandomGen g => State g (Tree (Either Room Room))
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weaponBehindPillar :: RandomGen g => State g (Tree (Either Room Room))
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@@ -394,8 +400,8 @@ weaponLongCorridor :: RandomGen g => State g (Tree (Either Room Room))
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weaponLongCorridor = do
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weaponLongCorridor = do
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root <- takeOne $ [tEast, tWest]
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root <- takeOne $ [tEast, tWest]
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connectingRoom <- takeOne
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connectingRoom <- takeOne
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[--tEast & rmPS .~ [PS (-40,60) 0 $ putLamp]
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[tEast & rmPS .~ [PS (-40,60) 0 $ putLamp]
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tWest & rmPS .~ [PS (40,60) 0 $ putLamp]
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,tWest & rmPS .~ [PS ( 40,60) 0 $ putLamp]
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]
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]
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i1 <- state $ randomR (2,5)
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i1 <- state $ randomR (2,5)
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i2 <- state $ randomR (2,5)
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i2 <- state $ randomR (2,5)
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@@ -427,11 +433,11 @@ deadEndRoom = Room
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weaponRoom :: RandomGen g => State g (Tree (Either Room Room))
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weaponRoom :: RandomGen g => State g (Tree (Either Room Room))
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weaponRoom = do
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weaponRoom = do
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x <- takeOne --[weaponEmptyRoom
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x <- takeOne [ weaponEmptyRoom
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--, weaponUnderCrits
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, weaponUnderCrits
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--, weaponBehindPillar
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, weaponBehindPillar
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--, weaponBetweenPillars
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, weaponBetweenPillars
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[ weaponLongCorridor
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, weaponLongCorridor
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]
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]
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x
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x
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