Cleanup
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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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