Correct room link position numbering
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@@ -22,6 +22,7 @@ corridor = defaultRoom
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, _rmBound = [ rectNSWE 50 30 0 40 ]
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, _rmFloor = [makeTileFromPoly poly 2]
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, _rmRandPSs = [psRandRanges (10,30) (30,60) (0,2*pi)]
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, _rmName = "Corridor"
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}
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where
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poly = rectNSWE 80 0 0 40
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@@ -0,0 +1,81 @@
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module Dodge.Room.LasTurret where
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import Dodge.LevelGen.Data
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import Dodge.PlacementSpot
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import Dodge.Data
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import Dodge.Tree
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import Dodge.Room.Door
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import Dodge.Room.Room
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import Dodge.Room.Corridor
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import Dodge.Room.Link
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--import Dodge.Room.Procedural
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import Dodge.Room.Foreground
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--import Dodge.Room.RoadBlock
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import Dodge.Placement.Instance
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--import Dodge.Item.Random
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--import Dodge.Item.Weapon.BulletGuns
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--import Dodge.Item.Weapon.Utility
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--import Dodge.LevelGen.Data
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--import Geometry.Data
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import Geometry
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--import Padding
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import Color
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import Shape
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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 Control.Lens
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import System.Random
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cenLasTur :: Room
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cenLasTur = roomNgon 8 200 & rmPmnts .~
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[ putLasTurret 0.02
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, heightWall 30 (rectNSEW (-90) (-110) 20 (-20))
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, mntLightLnkCond unusedLnkToPS
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]
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lightSensInsideDoor :: Room -> Room
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lightSensInsideDoor rm = rm
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& rmPmnts %~ ( (psPt atFstLnkOut $ PutForeground $ colorSH yellow $
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thinHighBar 0 (V2 20 (-1)) (V2 20 (-100))
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<> thinHighBar 0 (V2 0 (-100)) (V2 20 (-100))
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<> barPP 1.5 (V3 20 (-1) 0) (V3 20 (-1) 80)) : )
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& rmExtPmnt ?~
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extTrigLitPos (atFstLnkOutShiftBy (\(p,a) -> (p +.+ rotateV a (V2 18.5 (-2.5)), a)))
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( \tp -> Just $ lightSensor 10 (upf $ fromJust $ _plMID tp) (atFstLnkOutShiftInward 100)
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)
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where
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upf trid mc w | _mcSensor mc > 900 = w & triggers . ix trid .~ const True
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| otherwise = w
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lightSensByDoor :: Room -> Room
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lightSensByDoor rm = rm
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& rmPmnts %~ (
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[ psPt atFstLnkOut $ PutForeground $ colorSH yellow
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$ barPP 1.5 (V3 20 (-1) 0) (V3 20 (-1) 80)
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, heightWallPS (atNthLnkOutShiftInward 1 50) 30 (rectNSEW (10) (-10) 20 (-20))
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, heightWallPS (atFstLnkOutShiftInward 100) 30 (rectNSEW (10) (-10) 20 (-20))
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] ++ )
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& rmExtPmnt ?~
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extTrigLitPos (atFstLnkOutShiftBy (\(p,a) -> (p +.+ rotateV a (V2 18.5 (-2.5)), a)))
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( \tp -> Just $ lightSensor 20 (upf $ fromJust $ _plMID tp) (atFstLnkOutShiftBy sensorshift)
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)
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where
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sensorshift (p,a) = (p +.+ rotateV a (V2 60 (-20)), a)
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upf trid mc w | _mcSensor mc > 900 = w & triggers . ix trid .~ const True
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| otherwise = w
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lasSensorTurretTest :: RandomGen g => Int -> State g (SubCompTree Room)
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lasSensorTurretTest n = do
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cenroom <- randomiseOutLinks $ (lightSensInsideDoor cenLasTur) {_rmLabel = Just n}
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let doorroom = switchDoorRoom {_rmTakeFrom = Just n}
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return $ treeFromPost [PassDown door,PassDown cenroom,PassDown doorroom] (UseAll door)
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lasCenSensEdge :: RandomGen g => Int -> State g (SubCompTree Room)
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lasCenSensEdge n = do
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cenroom <- randomiseOutLinks $ (lightSensByDoor cenLasTur) {_rmLabel = Just n}
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let doorroom = switchDoorRoom {_rmTakeFrom = Just n}
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return $ treeFromTrunk [PassDown door] (Node (PassDown cenroom)
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[treeFromPost [PassDown doorroom] (UseAll door), treeFromPost [UseNone door] (UseNone corridor)
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]
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)
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@@ -1,19 +0,0 @@
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module Dodge.Room.LockAndKeyList
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where
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import Dodge.LevelGen.Data
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import Dodge.Room.RoadBlock
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import Dodge.Room.Boss
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import Control.Monad.State
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import System.Random
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import Data.Tree
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lockAndKeyRoomList :: RandomGen g =>
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[ (State g (Tree (Either Room Room))
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,State g (Tree (Either Room Room))
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) ]
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lockAndKeyRoomList =
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[ ( fmap (pure . Right) armouredCorridor
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, fmap (fmap Left) armouredChasers
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)
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]
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@@ -181,7 +181,7 @@ rot90Around cen p = cen +.+ vNormal (p -.- cen)
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roomMiniIntro :: RandomGen g => State g (SubCompTree Room)
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roomMiniIntro = do
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midroom <- join $ takeOne [miniTree2,glassLesson]
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return $ chainUses $ [return $ UseAll door, midroom,return $ UseAll corridor]
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return $ chainUses [return $ UseAll door, midroom,return $ UseAll corridor]
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roomCenterPillar :: RandomGen g => State g Room
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roomCenterPillar = changeLinkTo ((\p -> dist p (V2 120 0) < 10) . fst)
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@@ -226,6 +226,7 @@ roomNgon n x = defaultRoom
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, _rmPmnts = []
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, _rmBound = [poly]
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, _rmFloor = [makeTileFromPoly poly 9]
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, _rmName = show n ++ "gon"
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}
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where
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rot = 2*pi / fromIntegral n
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+9
-30
@@ -1,8 +1,8 @@
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module Dodge.Room.Start
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where
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module Dodge.Room.Start where
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import Dodge.LevelGen.Data
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import Dodge.PlacementSpot
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import Dodge.Room.RunPast
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import Dodge.Room.LasTurret
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import Dodge.Data
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import Dodge.Default
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import Dodge.Tree
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@@ -49,44 +49,23 @@ minigunfakeout = do
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,PassDown keyholeCorridor,PassDown corridor])
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`treeFromPost` UseAll door
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centralLasTurret :: Room
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centralLasTurret = roomNgon 8 200 & rmPmnts .~
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[ putLasTurret 0.02
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, heightWall 30 (rectNSEW (-90) (-110) 20 (-20))
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, mntLightLnkCond unusedLnkToPS
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--, spanColLightI 0.5 98 (V2 0 (-5)) (V2 0 5)
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, psPt atFstLnkOut $ PutForeground $ colorSH yellow $
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thinHighBar 0 (V2 20 (-1)) (V2 20 (-100))
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<> thinHighBar 0 (V2 0 (-100)) (V2 20 (-100))
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<> barPP 1.5 (V3 20 (-1) 0) (V3 20 (-1) 80)
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]
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& rmExtPmnt ?~
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extTrigLitPos (atFstLnkOutShiftBy (\(p,a) -> (p +.+ rotateV a (V2 18.5 (-2.5)), a)))
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( \tp -> Just $ lightSensor (upf $ fromJust $ _plMID tp) (atFstLnkOutShiftInward 100)
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)
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where
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upf trid mc w | _mcSensor mc > 900 = w & triggers . ix trid .~ const True
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| otherwise = w
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lasSensorTurretTest :: RandomGen g => Int -> State g (SubCompTree Room)
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lasSensorTurretTest n = do
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cenroom <- randomiseOutLinks $ centralLasTurret {_rmLabel = Just n}
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let doorroom = switchDoorRoom {_rmTakeFrom = Just n}
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return $ treeFromPost [PassDown door,PassDown cenroom,PassDown doorroom] (UseAll door)
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rezThenLasTurret :: RandomGen g => State g (SubCompTree Room)
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rezThenLasTurret = do
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rbox <- rezBoxStart
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cenroom <- randomiseOutLinks $ centralLasTurret {_rmLabel = Just 0}
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cenroom <- randomiseOutLinks $ (lightSensInsideDoor cenLasTur) {_rmLabel = Just 0}
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let doorroom = switchDoorRoom {_rmTakeFrom = Just 0}
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contTree = treeFromPost [PassDown cenroom,PassDown doorroom] (UseAll door)
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return $ rbox `passUntilUseAll` [contTree]
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room2 :: RandomGen g => Int -> State g (SubCompTree Room)
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room2 = lasCenSensEdge
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startRoom :: RandomGen g => Int -> State g (SubCompTree Room)
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startRoom i = join $ takeOne
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[-- roomMiniIntro
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minigunfakeout
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, rezBoxesWp
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--minigunfakeout
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rezBoxesWp
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, rezBoxesThenWeaponRoom
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, rezBoxThenWeaponRoom
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, rezBoxesWpCrit
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@@ -220,7 +199,7 @@ startRoom' = do
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, tankSquareEmboss4 (dim orange) 50 (h-60)
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, tankSquare (dim orange) 50 50
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, tankSquare (dim orange) 50 120
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, lightSensor (const id) (PS (V2 (0.8*w) (0.25*h)) 0)
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, lightSensor 10 (const id) (PS (V2 (0.8*w) (0.25*h)) 0)
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, putLasTurret 0.005 & plSpot .~ PS (V2 (0.8*w) (0.8*h)) 0
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, sps0 $ PutForeground $ colorSH orange $ pipePP 2 (V3 50 50 25) (V3 50 120 25)
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]
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