Refactoring, add screen when generating level
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{-# LANGUAGE TupleSections #-}
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{- | Rooms containing long doors, probably with a big reveal behind them.
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-}
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module Dodge.Room.LongDoor
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where
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import Dodge.Data
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import Dodge.Room.Data
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import Dodge.Room.Placement
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import Dodge.Room.Link
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import Dodge.Room.Procedural
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import Dodge.Layout.Tree.Either
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import Dodge.LevelGen.Data
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import Dodge.LevelGen.Switch
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import Dodge.RandomHelp
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import Dodge.Creature.Inanimate
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import Dodge.Creature
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import Picture
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import Geometry
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import System.Random
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import Control.Lens
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import Control.Monad.State
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import Data.Tree
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import qualified Data.Map as M
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twinSlowDoorRoom
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:: Int -- ^ Door id
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-> Float -- ^ Half width
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-> Float -- ^ Half height
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-> Float -- ^ Inner width
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-> Room
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twinSlowDoorRoom drID w h x = Room
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{ _rmPolys = ps
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, _rmLinks =
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[ ((w,h/2) , negate $ pi/2)
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, ((-w,h/2) , pi/2)
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, ((0,-h), pi)
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]
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, _rmPath = []
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, _rmPS =
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[ PS (0,h/2) 0 putLamp
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, PS (25,5) 0 putLamp
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, PS (negate $ 25,5) 0 putLamp
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, PS (0,0) 0 $ PutDoor col (not . cond) drL
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, PS (0,0) 0 $ PutDoor col (not . cond) drR
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, PS (0,h-5) pi $ PutButton $ makeButton col
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(over worldState (M.insert (DoorNumOpen drID) True))
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]
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, _rmBound = ps
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}
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where
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ps =
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[rectNSWE h (-2) (-w) w
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,rectNSWE 20 (-h) (negate x) x
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]
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drL = fmap ((\h' -> ((x,-h'),(x,h-h'))) . (* h) . (/ fromIntegral nDrp) . fromIntegral)
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[0..nDrp]
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drR = fmap ((\h' -> ((-x,-h'),(-x,h-h'))) . (* h) . (/ fromIntegral nDrp) . fromIntegral)
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[0..nDrp]
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nDrp = ceiling $ h
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cond w = or $ M.lookup (DoorNumOpen drID) (_worldState w)
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col = dim $ dim $ bright red
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twinSlowDoorChasers
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:: RandomGen g
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=> Int -- ^ Door id
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-> State g Room
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twinSlowDoorChasers drid = do
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let lps = (-65 ,) <$> [20,40 .. 180]
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rps = (65 ,) <$> [20,40 .. 180]
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ps <- takeN 4 $ lps ++ rps
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let plmnts = map (\p -> PS p 0 $ PutCrit chaseCrit) ps
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return $ twinSlowDoorRoom drid 80 200 40 & rmPS %~ (plmnts ++)
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slowDoorRoom :: RandomGen g => State g (Tree (Either Room Room))
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slowDoorRoom = do
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x <- state $ randomR (400,800)
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y <- state $ randomR (400,800)
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h <- state $ randomR (200,min (y-100) 500)
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(butPos,butRot) <- takeOne
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[( (x/2-50,5),0)
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,( (x/2+50,5),0)
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]
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let n = 25
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xs <- sequence $ replicate n $ state $ randomR (10,x-10)
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ys <- sequence $ replicate n $ state $ randomR (h+20,y)
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rs <- sequence $ replicate n $ state $ randomR (0,2*pi)
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let ps = zip xs ys
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xs' <- sequence $ replicate 5 $ state $ randomR (10,x-10)
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ys' <- sequence $ replicate 5 $ state $ randomR (h+20,y)
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let crits = zipWith (\p r -> PS p r randC1) ps rs
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lsources = [PS (x/2,30) 0 putLamp, PS (x/2,y-30) 0 putLamp]
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let barrels = zipWith (\x y -> PS (x,y) 0 $ PutCrit explosiveBarrel) xs' ys'
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let pillarsa = []
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let pillarsb = putBlockRect (x/5-20) (x/5+20) (h/2-20) (h/2+20)
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++ putBlockRect (2*x/5-20) (2*x/5+20) (h/2-20) (h/2+20)
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++ putBlockRect (3*x/5-20) (3*x/5+20) (h/2-20) (h/2+20)
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++ putBlockRect (4*x/5-20) (4*x/5+20) (h/2-20) (h/2+20)
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let pillarsc = putBlockRect (x/3-20) (x/3+20) (h/2-20) (h/2+20)
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++ putBlockRect (2*x/3-20) (2*x/3+20) (h/2-20) (h/2+20)
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pillars <- takeOne [pillarsa, pillarsb, pillarsc]
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let cond x = (snd . fst) x > h + 40
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let cond2 x = (snd . fst) x < h - 40
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but <- takeOne [PutBtDoor (dim $ light red) butPos butRot (0,h) (x,h)
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-- ,PutSwitchDoor (dim $ light red) butPos butRot (0,h) (x,h)
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]
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fmap connectRoom (filterLinks cond =<< (changeLinkTo cond2
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$ set rmPS ([PS (0,0) 0 but] ++ crits ++ pillars ++ barrels ++ lsources)
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$ roomRectAutoLinks x y
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))
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randC1 = RandPS $ takeOne $ map PutCrit $ (armourChaseCrit : replicate 50 chaseCrit)
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