Cleanup
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@@ -60,7 +60,7 @@ branchWith r ts = Node r $ return (useAll door) : ts
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manyDoors :: Int -> Tree Room
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manyDoors i = treeFromPost (replicate i ( door)) $ useAll door
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manyDoors i = treeFromPost (replicate i door) $ useAll door
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glassSwitchBack :: RandomGen g => State g Room
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glassSwitchBack = do
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@@ -282,9 +282,9 @@ weaponLongCorridor = do
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]
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i1 <- state $ randomR (2,5)
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i2 <- state $ randomR (2,5)
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let branch1 = treeFromTrunk (replicate i1 $ corridorN) (pure . useAll $ putCrs connectingRoom)
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let branch2 = treeFromTrunk (replicate i2 $ corridorN) (pure . useSide $ putWp corridor)
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return $ Node ( rt) [branch1,branch2]
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let branch1 = treeFromTrunk (replicate i1 corridorN) (pure . useAll $ putCrs connectingRoom)
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let branch2 = treeFromTrunk (replicate i2 corridorN) (pure . useSide $ putWp corridor)
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return $ Node rt [branch1,branch2]
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where
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putCrs = over rmPmnts (++ [sPS (V2 10 40) (-pi/2) randC1 ,sPS (V2 (-10) 40) (-pi/2) randC1 ])
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putWp = set rmPmnts [sPS (V2 20 60) 0 $ RandPS randFirstWeapon ,spanLightI (V2 0 40) (V2 40 40)]
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@@ -307,11 +307,11 @@ deadEndRoom = defaultRoom
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{- A random Either tree with a weapon and melee monster challenge. -}
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weaponRoom :: RandomGen g => Int -> State g (LabTree Room)
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weaponRoom i = join $ takeOne
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[ weaponEmptyRoom <&> (f "weaponEmptyRoom")
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[ weaponEmptyRoom <&> f "weaponEmptyRoom"
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, weaponUnderCrits i
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, weaponBehindPillar<&> (f "weaponBehindPillar")
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, weaponBetweenPillars<&> (f "weaponBetweenPillars")
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, weaponLongCorridor<&> (f "weaponLongCorridor")
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, weaponBehindPillar <&> f "weaponBehindPillar"
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, weaponBetweenPillars <&> f "weaponBetweenPillars"
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, weaponLongCorridor <&> f "weaponLongCorridor"
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]
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where
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f str = ( toOnward str ,)
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