Cleanup
This commit is contained in:
@@ -11,7 +11,6 @@ import Dodge.Data
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import Dodge.Annotation.Data
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--import LensHelp
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import Control.Monad.State
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--import Control.Lens
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import Data.Maybe
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@@ -16,7 +16,6 @@ import Shape
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import Data.List (sortOn)
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import MonadHelp
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import Control.Monad.State
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import Data.Maybe
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import qualified Data.IntMap.Strict as IM
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@@ -13,8 +13,6 @@ import Data.Function
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import qualified Data.IntSet as IS
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import qualified Data.IntMap.Strict as IM
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import Control.Lens
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import Control.Monad
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import Control.Monad.State
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splinterBlock :: Block -> World -> World
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splinterBlock bl w = foldr unshadowBlock w (_blShadows bl) -- foldr shiftTowardCen w (_blWallIDs bl)
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@@ -15,7 +15,6 @@ import Geometry.Data
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import Sound.Data
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--import StrictHelp
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import Control.Monad.State
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import Data.Maybe
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import Control.Lens
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import qualified Data.IntMap.Strict as IM
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@@ -21,7 +21,6 @@ import RandomHelp
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import Data.Maybe
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import qualified Data.IntMap.Strict as IM
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import Control.Lens
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import Control.Monad.State
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pistolCrit :: Creature
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pistolCrit = defaultCreature
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@@ -32,8 +32,6 @@ import qualified IntMapHelp as IM
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import Data.Function
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import Control.Lens
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--import Control.Applicative
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import Control.Monad.State
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--import Control.Monad
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--import qualified SDL
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--import qualified SDL.Mixer as Mix
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--import qualified Data.Set as S
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@@ -31,8 +31,6 @@ import RandomHelp
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--import Dodge.Wire
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--import Control.Lens
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import Control.Monad.State
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--import Control.Monad.Loops
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--import Data.Sequence hiding (zipWith)
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--import Data.Maybe
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--import qualified Data.IntMap.Strict as IM
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@@ -3,7 +3,6 @@ import Dodge.Data
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import RandomHelp
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import Dodge.Item.Weapon.BulletGuns
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import Control.Monad.State
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randBlockBreakWeapon :: RandomGen g => State g Item
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randBlockBreakWeapon = takeOne [bangStick 1,bangCane]
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@@ -32,7 +32,6 @@ import qualified SDL
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import Data.Maybe
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import Control.Lens
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import Control.Applicative
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import Control.Monad.State
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launcher :: Item
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launcher = defaultGun
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@@ -77,7 +77,6 @@ import Dodge.LightSource
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import LensHelp
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--import Control.Lens
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import Control.Monad.State
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import Data.Maybe
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--import qualified Data.IntMap.Strict as IM
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import Data.Foldable
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@@ -33,7 +33,6 @@ import Data.Foldable
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import qualified Control.Foldl as L
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import Data.Maybe
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import Data.Function
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import Control.Monad.State
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generateLevelFromRoomList :: IM.IntMap Room -> World -> World
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generateLevelFromRoomList gr' w = initWallZoning
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@@ -15,7 +15,6 @@ import LensHelp
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import qualified Data.IntMap.Strict as IM
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import qualified Data.Map.Strict as M
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--import Control.Lens
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import Control.Monad.State
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worldToGenWorld :: IM.IntMap Room -> World -> World
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worldToGenWorld rms w = w
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@@ -12,7 +12,6 @@ import Dodge.Item
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--import LensHelp
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--import Dodge.Item.Equipment
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import Control.Monad.State
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bossKeyItems :: RandomGen g => [ (State g (SubCompTree Room), State g ItemBaseType) ]
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bossKeyItems =
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@@ -15,7 +15,6 @@ import Geometry
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--import qualified IntMapHelp as IM
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import LensHelp
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import Control.Monad.State
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--import Data.Function (on)
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--import Data.List
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--import Data.Maybe
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@@ -11,7 +11,6 @@ import LensHelp
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import RandomHelp
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--import Dodge.Base.NewID
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import Control.Monad.State
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import qualified Quaternion as Q
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import Data.List (zip4)
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@@ -14,7 +14,6 @@ import Geometry
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import Picture
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import qualified Data.IntMap.Strict as IM
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import Control.Monad.State
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{- | A passage with a switch that opens forward access while closing backwards access. -}
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airlock :: RandomGen g => State g Room
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airlock = takeOne [airlock0,airlock90,airlockCrystal,airlockZ]
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@@ -18,7 +18,6 @@ import Dodge.LevelGen.StaticWalls
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import Geometry
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import LensHelp
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import Control.Monad.State
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roomGlassOctogon
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:: Float -- ^ Size
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-> Room
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@@ -12,7 +12,6 @@ import LensHelp
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import Geometry
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--import Dodge.Item.Equipment
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import Control.Monad.State
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import Data.List
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roomsContaining :: RandomGen g => [Creature] -> [Item] -> State g (LabSubCompTree Room)
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@@ -17,7 +17,6 @@ import Geometry
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import LensHelp
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import qualified Data.Set as S
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import Control.Monad.State
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--import Control.Monad.Loops
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glassLesson :: RandomGen g => State g (SubCompTree Room)
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glassLesson = do
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@@ -30,7 +30,6 @@ import RandomHelp
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import qualified Data.Set as S
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import Data.Maybe
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import Control.Monad.State
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cenLasTur :: Room
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cenLasTur = roomNgon 8 200 & rmPmnts .~
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@@ -26,7 +26,6 @@ import Geometry
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import Data.Tile
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import Dodge.RoomLink
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import Control.Monad.State
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import Control.Lens
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import Data.List
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import qualified Data.Set as S
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@@ -26,7 +26,6 @@ import LensHelp
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--import Shape
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import qualified Data.Set as S
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import Control.Monad.State
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import Data.Maybe
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--import Data.Tree
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import qualified Data.IntMap as IM
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@@ -24,7 +24,6 @@ import LensHelp
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import Data.Tile
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import qualified Data.Set as S
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import Control.Monad.State
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--import qualified Data.IntMap as IM
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longRoom :: RandomGen g => State g Room
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@@ -23,7 +23,6 @@ import RandomHelp
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import Data.Maybe
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import Data.List (nub)
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import Control.Monad.State
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import qualified Data.Set as S
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addGirderNS :: RandomGen g => (Point2 -> Point2 -> Shape) -> Color -> Room -> State g Room
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@@ -14,7 +14,6 @@ import Geometry.Data
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import Control.Lens
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--import Control.Monad
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import Control.Monad.State
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{- |
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A room designed to be /passable/ with no weapons.
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Highlights an issue: when trying to place next door rooms, if the level generation fails it will try a different link.
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@@ -35,8 +35,6 @@ 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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--import Control.Lens
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import Control.Monad
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import Control.Monad.State
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-- This will need a cleanup, but it might change a bit first
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{- A simple rectangular room with a light in the center.
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Creates links and pathfinding graph. -}
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@@ -31,7 +31,6 @@ import LensHelp
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import qualified Data.Set as S
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--import Data.Maybe
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import Control.Monad.State
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rezBox :: LightSource -> Room
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rezBox ls = roomRect 40 60 1 1
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@@ -14,7 +14,6 @@ import RandomHelp
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import Dodge.Creature
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import Dodge.Tree
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import Control.Monad.State
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import Control.Lens
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armouredCorridor :: RandomGen g => State g Room
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@@ -27,7 +27,6 @@ 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.State
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--import Control.Monad.Loops
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import Data.Bifunctor
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@@ -26,7 +26,6 @@ import Color
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import LensHelp
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import qualified Data.Set as S
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import Control.Monad.State
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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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@@ -32,7 +32,6 @@ import RandomHelp
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import qualified Data.Set as S
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import Data.Maybe
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--import Data.Tree
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import Control.Monad.State
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-- TODO fix case where the sensor created by sensInsideDoor blocks another door
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-- for roomRectAutoLinks-- make the locked door a center door?
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@@ -27,7 +27,6 @@ import LensHelp
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--import Data.Maybe
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--import Data.Tree
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import Control.Monad.State
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--import qualified Data.IntMap.Strict as IM
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powerFakeout :: RandomGen g => State g (SubCompTree Room)
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@@ -17,7 +17,6 @@ import LensHelp
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--import Data.Maybe
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--import Data.Tree
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import Control.Monad.State
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--import qualified Data.Set as S
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randomTank :: RandomGen g => State g Placement
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@@ -33,7 +33,6 @@ import Data.Maybe
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import qualified Data.Map.Strict as M
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--import Data.Char
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--import Data.Tree
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import Control.Monad.State
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--import qualified Data.Text as T
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@@ -8,7 +8,6 @@ module Dodge.Tree.GenerateStructure
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import RandomHelp
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import Data.Tree
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import Control.Monad.State
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{- Single branched tree (a trunk). -}
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treePath :: Int -> Tree ()
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treePath 0 = Node () []
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@@ -22,7 +22,6 @@ import Geometry
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import Picture
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import LensHelp
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import Control.Monad.State
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import Data.List
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--import Data.Maybe
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@@ -11,7 +11,6 @@ import Geometry.Data
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import RandomHelp
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import Control.Lens
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import Control.Monad.State.Lazy
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originIDsAt :: SoundOrigin -> [SoundID] -> Point2 -> World -> World
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originIDsAt so sids p w = soundStart so p sid Nothing $ set randGen g w
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@@ -24,7 +24,6 @@ import Geometry
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import qualified IntMapHelp as IM
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import LensHelp
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import Control.Monad.State
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import Data.Tuple
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aFlameParticle
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:: Int -- ^ Timer
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@@ -27,7 +27,6 @@ import RandomHelp
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import Data.Maybe
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import Data.Tree.Lens
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import Data.Tree
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import Control.Monad.State
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import Control.Lens
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{- | Creates a linear tree.
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