This commit is contained in:
2022-06-09 11:34:34 +01:00
parent e4e7122070
commit 5aa55b3c86
39 changed files with 0 additions and 43 deletions
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@@ -11,7 +11,6 @@ import Dodge.Data
import Dodge.Annotation.Data
--import LensHelp
import Control.Monad.State
--import Control.Lens
import Data.Maybe
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@@ -16,7 +16,6 @@ import Shape
import Data.List (sortOn)
import MonadHelp
import Control.Monad.State
import Data.Maybe
import qualified Data.IntMap.Strict as IM
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@@ -13,8 +13,6 @@ import Data.Function
import qualified Data.IntSet as IS
import qualified Data.IntMap.Strict as IM
import Control.Lens
import Control.Monad
import Control.Monad.State
splinterBlock :: Block -> World -> World
splinterBlock bl w = foldr unshadowBlock w (_blShadows bl) -- foldr shiftTowardCen w (_blWallIDs bl)
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@@ -15,7 +15,6 @@ import Geometry.Data
import Sound.Data
--import StrictHelp
import Control.Monad.State
import Data.Maybe
import Control.Lens
import qualified Data.IntMap.Strict as IM
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@@ -21,7 +21,6 @@ import RandomHelp
import Data.Maybe
import qualified Data.IntMap.Strict as IM
import Control.Lens
import Control.Monad.State
pistolCrit :: Creature
pistolCrit = defaultCreature
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@@ -32,8 +32,6 @@ import qualified IntMapHelp as IM
import Data.Function
import Control.Lens
--import Control.Applicative
import Control.Monad.State
--import Control.Monad
--import qualified SDL
--import qualified SDL.Mixer as Mix
--import qualified Data.Set as S
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@@ -31,8 +31,6 @@ import RandomHelp
--import Dodge.Wire
--import Control.Lens
import Control.Monad.State
--import Control.Monad.Loops
--import Data.Sequence hiding (zipWith)
--import Data.Maybe
--import qualified Data.IntMap.Strict as IM
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@@ -3,7 +3,6 @@ import Dodge.Data
import RandomHelp
import Dodge.Item.Weapon.BulletGuns
import Control.Monad.State
randBlockBreakWeapon :: RandomGen g => State g Item
randBlockBreakWeapon = takeOne [bangStick 1,bangCane]
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@@ -32,7 +32,6 @@ import qualified SDL
import Data.Maybe
import Control.Lens
import Control.Applicative
import Control.Monad.State
launcher :: Item
launcher = defaultGun
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@@ -77,7 +77,6 @@ import Dodge.LightSource
import LensHelp
--import Control.Lens
import Control.Monad.State
import Data.Maybe
--import qualified Data.IntMap.Strict as IM
import Data.Foldable
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@@ -33,7 +33,6 @@ import Data.Foldable
import qualified Control.Foldl as L
import Data.Maybe
import Data.Function
import Control.Monad.State
generateLevelFromRoomList :: IM.IntMap Room -> World -> World
generateLevelFromRoomList gr' w = initWallZoning
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@@ -15,7 +15,6 @@ import LensHelp
import qualified Data.IntMap.Strict as IM
import qualified Data.Map.Strict as M
--import Control.Lens
import Control.Monad.State
worldToGenWorld :: IM.IntMap Room -> World -> World
worldToGenWorld rms w = w
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@@ -12,7 +12,6 @@ import Dodge.Item
--import LensHelp
--import Dodge.Item.Equipment
import Control.Monad.State
bossKeyItems :: RandomGen g => [ (State g (SubCompTree Room), State g ItemBaseType) ]
bossKeyItems =
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@@ -15,7 +15,6 @@ import Geometry
--import qualified IntMapHelp as IM
import LensHelp
import Control.Monad.State
--import Data.Function (on)
--import Data.List
--import Data.Maybe
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@@ -11,7 +11,6 @@ import LensHelp
import RandomHelp
--import Dodge.Base.NewID
import Control.Monad.State
import qualified Quaternion as Q
import Data.List (zip4)
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@@ -14,7 +14,6 @@ import Geometry
import Picture
import qualified Data.IntMap.Strict as IM
import Control.Monad.State
{- | A passage with a switch that opens forward access while closing backwards access. -}
airlock :: RandomGen g => State g Room
airlock = takeOne [airlock0,airlock90,airlockCrystal,airlockZ]
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@@ -18,7 +18,6 @@ import Dodge.LevelGen.StaticWalls
import Geometry
import LensHelp
import Control.Monad.State
roomGlassOctogon
:: Float -- ^ Size
-> Room
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@@ -12,7 +12,6 @@ import LensHelp
import Geometry
--import Dodge.Item.Equipment
import Control.Monad.State
import Data.List
roomsContaining :: RandomGen g => [Creature] -> [Item] -> State g (LabSubCompTree Room)
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@@ -17,7 +17,6 @@ import Geometry
import LensHelp
import qualified Data.Set as S
import Control.Monad.State
--import Control.Monad.Loops
glassLesson :: RandomGen g => State g (SubCompTree Room)
glassLesson = do
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@@ -30,7 +30,6 @@ import RandomHelp
import qualified Data.Set as S
import Data.Maybe
import Control.Monad.State
cenLasTur :: Room
cenLasTur = roomNgon 8 200 & rmPmnts .~
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@@ -26,7 +26,6 @@ import Geometry
import Data.Tile
import Dodge.RoomLink
import Control.Monad.State
import Control.Lens
import Data.List
import qualified Data.Set as S
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@@ -26,7 +26,6 @@ import LensHelp
--import Shape
import qualified Data.Set as S
import Control.Monad.State
import Data.Maybe
--import Data.Tree
import qualified Data.IntMap as IM
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@@ -24,7 +24,6 @@ import LensHelp
import Data.Tile
import qualified Data.Set as S
import Control.Monad.State
--import qualified Data.IntMap as IM
longRoom :: RandomGen g => State g Room
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@@ -23,7 +23,6 @@ import RandomHelp
import Data.Maybe
import Data.List (nub)
import Control.Monad.State
import qualified Data.Set as S
addGirderNS :: RandomGen g => (Point2 -> Point2 -> Shape) -> Color -> Room -> State g Room
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@@ -14,7 +14,6 @@ import Geometry.Data
import Control.Lens
--import Control.Monad
import Control.Monad.State
{- |
A room designed to be /passable/ with no weapons.
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
import qualified Data.Set as S
import qualified Data.IntMap.Strict as IM
--import Control.Lens
import Control.Monad
import Control.Monad.State
-- This will need a cleanup, but it might change a bit first
{- A simple rectangular room with a light in the center.
Creates links and pathfinding graph. -}
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@@ -31,7 +31,6 @@ import LensHelp
import qualified Data.Set as S
--import Data.Maybe
import Control.Monad.State
rezBox :: LightSource -> Room
rezBox ls = roomRect 40 60 1 1
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@@ -14,7 +14,6 @@ import RandomHelp
import Dodge.Creature
import Dodge.Tree
import Control.Monad.State
import Control.Lens
armouredCorridor :: RandomGen g => State g Room
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@@ -27,7 +27,6 @@ import LensHelp
--import Color
import qualified Data.Set as S
import Control.Monad.State
--import Control.Monad.Loops
import Data.Bifunctor
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@@ -26,7 +26,6 @@ import Color
import LensHelp
import qualified Data.Set as S
import Control.Monad.State
--import qualified Data.IntMap.Strict as IM
horEdgeTest :: (Float -> Bool) -> ((Point2,Float) -> Bool)
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@@ -32,7 +32,6 @@ import RandomHelp
import qualified Data.Set as S
import Data.Maybe
--import Data.Tree
import Control.Monad.State
-- TODO fix case where the sensor created by sensInsideDoor blocks another door
-- for roomRectAutoLinks-- make the locked door a center door?
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@@ -27,7 +27,6 @@ import LensHelp
--import Data.Maybe
--import Data.Tree
import Control.Monad.State
--import qualified Data.IntMap.Strict as IM
powerFakeout :: RandomGen g => State g (SubCompTree Room)
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@@ -17,7 +17,6 @@ import LensHelp
--import Data.Maybe
--import Data.Tree
import Control.Monad.State
--import qualified Data.Set as S
randomTank :: RandomGen g => State g Placement
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@@ -33,7 +33,6 @@ import Data.Maybe
import qualified Data.Map.Strict as M
--import Data.Char
--import Data.Tree
import Control.Monad.State
--import qualified Data.Text as T
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@@ -8,7 +8,6 @@ module Dodge.Tree.GenerateStructure
import RandomHelp
import Data.Tree
import Control.Monad.State
{- Single branched tree (a trunk). -}
treePath :: Int -> Tree ()
treePath 0 = Node () []
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@@ -22,7 +22,6 @@ import Geometry
import Picture
import LensHelp
import Control.Monad.State
import Data.List
--import Data.Maybe
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@@ -11,7 +11,6 @@ import Geometry.Data
import RandomHelp
import Control.Lens
import Control.Monad.State.Lazy
originIDsAt :: SoundOrigin -> [SoundID] -> Point2 -> World -> World
originIDsAt so sids p w = soundStart so p sid Nothing $ set randGen g w
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@@ -24,7 +24,6 @@ import Geometry
import qualified IntMapHelp as IM
import LensHelp
import Control.Monad.State
import Data.Tuple
aFlameParticle
:: Int -- ^ Timer
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@@ -27,7 +27,6 @@ import RandomHelp
import Data.Maybe
import Data.Tree.Lens
import Data.Tree
import Control.Monad.State
import Control.Lens
{- | Creates a linear tree.