Continue major door/wall refactor
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@@ -9,7 +9,6 @@ import Dodge.Data
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import Dodge.Base
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import Dodge.Creature.Property
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--import Dodge.LevelGen.MoveDoor
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import Dodge.LevelGen.DoorPane
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import Dodge.LevelGen.TriggerDoor
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--import Geometry
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import Picture
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@@ -17,10 +16,6 @@ import Geometry.Data
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--import qualified DoubleStack as DS
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import qualified IntMapHelp as IM
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--import Data.List
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--import Data.Maybe
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import Control.Lens
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--import Control.DeepSeq (deepseq)
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addAutoDoor
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:: Point2 -- ^ Left point
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@@ -30,28 +25,3 @@ addAutoDoor
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addAutoDoor a b = putDoubleDoor True (dim yellow) cond a b 3
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where
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cond = any (crNearSeg 40 a b) . IM.filter isAnimate . _creatures
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addAutoDoor'
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:: Point2 -- ^ Left point
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-> Point2 -- ^ Right point (though the two points should be symmetric)
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-> World
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-> World
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addAutoDoor' a b = over walls (autoDoorAt a b)
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autoDoorAt
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:: Point2 -- ^ Left point
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-> Point2 -- ^ Right point (though the two points should be symmetric)
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-> IM.IntMap Wall
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-> IM.IntMap Wall
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autoDoorAt a b wls = IM.union wls $ IM.fromList $ zip is $ mkAutoDoor a b is
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where
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is = [IM.newKey wls..]
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mkAutoDoor
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:: Point2 -- ^ Left point
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-> Point2 -- ^ Right point (though the two points should be symmetric)
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-> [Int] -- ^ Wall ids
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-> [Wall]
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mkAutoDoor pl pr = mkDoubleDoor (dim yellow) True cond pl pr 3
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where
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cond = any (crNearSeg 40 pl pr) . IM.filter isAnimate . _creatures
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