Tweak starting rooms
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+17
-13
@@ -251,8 +251,10 @@ weaponEmptyRoom = do
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--,sPS (V2 (w/2) (h/2)) 0 putLamp
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,mntLightLnkCond unusedLnkToPS
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]
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(fmap connectRoom . randomiseOutLinks) =<<
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treeFromTrunk [Left corridor]
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<$> ((fmap connectRoom . randomiseOutLinks) =<<
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changeLinkTo ((\p -> dist p (V2 (w/2) 0) < 10) . fst) (set rmPmnts plmnts $ roomRect w h 2 2)
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)
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weaponUnderCrits :: RandomGen g => State g (Tree (Either Room Room))
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weaponUnderCrits = do
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@@ -275,18 +277,20 @@ weaponUnderCrits = do
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weaponBehindPillar :: RandomGen g => State g (Tree (Either Room Room))
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weaponBehindPillar = do
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cpos <- takeOne $ [V2 x y | x <- [20,220], y <- [20,220]] ++ [V2 120 160,V2 120 200]
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let d p = argV $ V2 120 80 -.- p
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let plmnts1 =
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[sPS (V2 120 160) 0 $ RandPS randFirstWeapon
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,sPS cpos (d cpos) randC1
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]
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rcp <- roomCenterPillar
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return $ treeFromTrunk
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[Left door
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,Left $ over rmLinks tail $ over rmPmnts (++ plmnts1) rcp
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]
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(connectRoom $ set rmPmnts [sPS (V2 20 60) (negate $ pi/2) randC1] corridorN)
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wpa <- state $ randomR (0,pi)
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wpos <- takeOne [V2 120 160,V2 80 40,V2 160 40,V2 220 200,V2 40 200,V2 120 35]
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cpos <- takeOne $ [V2 x y | x <- [20,220], y <- [20,40]] ++ [V2 120 160,V2 120 200]
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let d p = argV $ V2 120 80 -.- p
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let plmnts1 =
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[sPS wpos wpa $ RandPS randFirstWeapon
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,sPS cpos (d cpos) randC1
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]
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rcp <- roomCenterPillar
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return $ treeFromTrunk
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[Left corridor
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,Left $ over rmLinks tail $ over rmPmnts (++ plmnts1) rcp
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]
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(connectRoom $ set rmPmnts [sPS (V2 20 60) (negate $ pi/2) randC1] corridorN)
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weaponBetweenPillars :: RandomGen g => State g (Tree (Either Room Room))
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weaponBetweenPillars = do
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@@ -48,11 +48,15 @@ rezBoxesThenWeaponRoom = do
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wroom <- weaponRoom
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return $ rboxes `appendEitherTree` [wroom]
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rezBoxThenWeaponRoom :: RandomGen g => State g (Tree (Either Room Room))
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rezBoxThenWeaponRoom = treeFromTrunk [Left rezBox,Left door] <$> weaponRoom
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startRoom :: RandomGen g => State g (Tree (Either Room Room))
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startRoom = join $ takeOne
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[-- rezBoxesWp
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rezBoxesThenWeaponRoom
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--, rezBoxesWpCrit
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[ rezBoxesWp
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, rezBoxesThenWeaponRoom
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, rezBoxThenWeaponRoom
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, rezBoxesWpCrit
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]
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rezBoxesWpCrit :: RandomGen g => State g (Tree (Either Room Room))
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