Cleanup. Add room-wise random placement spots
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+38
-29
@@ -66,7 +66,7 @@ roomPadCut ps p = defaultRoom
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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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where
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plmnts = spanLightI 70 (V2 120 24) (V2 120 216)
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plmnts = spanLightI (V2 120 24) (V2 120 216)
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: mountLightV (V2 12 12) (V3 25 25 70)
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: mountLightV (V2 228 228) (V3 215 215 70)
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: sps0 (PutForeground $ thinHighBar 75 (V2 26 25) (V2 120 25))
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@@ -100,9 +100,11 @@ glassSwitchBack = do
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manyDoors :: Int -> Tree (Either Room Room)
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manyDoors i = treeFromPost (replicate i (Left door)) $ Right door
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-- TODO: partially combine a room tree into a room
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glassLesson :: RandomGen g => State g (Tree (Either Room Room))
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glassLesson = do
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corridors <- replicateM 3 $ Left <$> randomiseOutLinks corridor
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i <- takeOne [1,2,3]
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corridors <- replicateM i $ Left <$> randomiseOutLinks corridor
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return $ Node (Left botRoom) [deadRoom door,uppers, treeFromPost (Left door : corridors) $ Right door]
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where
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uppers = Node (Left door) [deadRoom topRoom]
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@@ -111,41 +113,48 @@ glassLesson = do
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botplmnts =
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[sPS (V2 0 0) 0 $ PutWall (rectNSWE 200 0 90 110) defaultCrystalWall
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,sPS (V2 50 100) 0 $ PutCrit miniGunCrit
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,sPS (V2 50 50) 0 putLamp
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,RandomPlacement $ takeOne
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[ spanLightI (V2 160 0) (V2 160 220)
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, mountLightV (V2 180 200) (V3 160 180 50)
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]
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]
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topplmnts =
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[windowLine (V2 100 200) (V2 100 0)
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,sPS (V2 50 100) 0 $ PutCrit miniGunCrit
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,sPS (V2 50 50) 0 putLamp
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--,sPS (V2 50 50) 0 putLamp
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,RandomPlacement $ takeOne
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[ spanLightI (V2 160 (-20)) (V2 160 220)
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, mountLightV (V2 180 200) (V3 160 180 50)
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]
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]
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miniRoom1 :: RandomGen g => State g Room
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miniRoom1 = do
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wth <- state $ randomR (200,400)
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hgt <- state $ randomR (400,600)
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wllen <- state $ randomR (60,wth/2-40)
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let hf = hgt/5
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cry <- randomRanges [--50+2*hf,30+3*hf
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50+3*hf,30+4*hf
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,50+4*hf,30+5*hf
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]
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crx <- state $ randomR (wllen,wth-(wllen+40))
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let plmnts = [windowLine (V2 (wth-60) ( 40+hf)) (V2 wllen (40+hf))
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,windowLine (V2 (wth-wllen) (40+2*hf)) (V2 60 (40+2*hf))
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,windowLine (V2 (wth-60) ( 40+3*hf)) (V2 wllen (40+3*hf))
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,windowLine (V2 (wth-wllen) (40+4*hf)) (V2 60 (40+4*hf))
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,sPS (V2 crx cry) 0 $ PutCrit miniGunCrit
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,sPS (V2 (wth-20) (hgt/2+40)) 0 randC1
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,sPS (V2 (wth/2) (hgt/2)) 0 putLamp
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,blockLine (V2 0 ( 40+1*hf)) (V2 wllen (40+1*hf))
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,blockLine (V2 (wth-wllen) ( 40+2*hf)) (V2 wth (40+2*hf))
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,blockLine (V2 0 ( 40+3*hf)) (V2 wllen (40+3*hf))
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,blockLine (V2 (wth-wllen) ( 40+4*hf)) (V2 wth (40+4*hf))
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]
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return $ set rmPS plmnts $ shiftRoomBy (V2 0 40,0) $ roomRect wth hgt 2 4
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glassSwitchback1 :: RandomGen g => State g Room
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glassSwitchback1 = do
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wth <- state $ randomR (200,400)
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hgt <- state $ randomR (400,600)
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wllen <- state $ randomR (60,wth/2-40)
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let hf = hgt/5
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cry <- randomRanges [--50+2*hf,30+3*hf
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50+3*hf,30+4*hf
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,50+4*hf,30+5*hf
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]
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crx <- state $ randomR (wllen,wth-(wllen+40))
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let plmnts = [windowLine (V2 (wth-60) ( 40+hf)) (V2 wllen (40+hf))
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,windowLine (V2 (wth-wllen) (40+2*hf)) (V2 60 (40+2*hf))
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,windowLine (V2 (wth-60) ( 40+3*hf)) (V2 wllen (40+3*hf))
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,windowLine (V2 (wth-wllen) (40+4*hf)) (V2 60 (40+4*hf))
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,sPS (V2 crx cry) 0 $ PutCrit miniGunCrit
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,sPS (V2 (wth-20) (hgt/2+40)) 0 randC1
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,sPS (V2 (wth/2) (hgt/2)) 0 putLamp
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,blockLine (V2 0 ( 40+1*hf)) (V2 wllen (40+1*hf))
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,blockLine (V2 (wth-wllen) ( 40+2*hf)) (V2 wth (40+2*hf))
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,blockLine (V2 0 ( 40+3*hf)) (V2 wllen (40+3*hf))
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,blockLine (V2 (wth-wllen) ( 40+4*hf)) (V2 wth (40+4*hf))
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]
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return $ set rmPS plmnts $ shiftRoomBy (V2 0 40,0) $ roomRect wth hgt 2 4
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miniTree2 :: RandomGen g => State g (Tree (Either Room Room))
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miniTree2 = miniRoom1
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miniTree2 = glassSwitchback1
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>>= randomiseOutLinks
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>>= changeLinkTo (\p -> (sndV2 . fst) p < 70)
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<&> flip branchWith (replicate 3 $ treeFromPost [door,corridor] critInDeadEnd)
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