Refactor item drawing
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+35
-51
@@ -4,7 +4,9 @@ Rooms that contain two doors and a switch alternating both. -}
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module Dodge.Room.Airlock
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where
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import Dodge.Room.Data
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import Dodge.LightSources.Fitting
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import Dodge.Room.Placement
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import Dodge.Room.Foreground
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import Dodge.Default.Room
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import Dodge.Data
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import Dodge.LevelGen.Data
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@@ -13,7 +15,8 @@ import Dodge.RandomHelp
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import Geometry
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import Picture
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import qualified Data.Map as M
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import qualified Data.Map.Strict as M
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import qualified Data.IntMap.Strict as IM
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import System.Random
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import Control.Monad.State
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import Control.Lens
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@@ -39,18 +42,14 @@ airlockOneWay n = defaultRoom
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{- |
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A passage with a switch that opens forward access while closing backwards access. -}
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airlock
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:: RandomGen g
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=> Int -- ^ Door id
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-> State g Room
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airlock n = takeOne [airlock0 n,airlock90 n,airlockCrystal n]
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airlock :: RandomGen g => State g Room
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--airlock = takeOne [airlock0,airlock90,airlockCrystal]
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airlock = takeOne [airlock0]
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{- |
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Straight airlock -}
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airlock0
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:: Int -- ^ Door id
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-> Room
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airlock0 n = defaultRoom
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airlock0 :: Room
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airlock0 = defaultRoom
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{ _rmPolys =
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[ rectNSWE 100 0 0 40
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, rectNSWE 65 35 (-40) 20
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@@ -60,12 +59,11 @@ airlock0 n = defaultRoom
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,(V2 20 45,V2 20 5)
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]
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, _rmPS =
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[sPS (V2 0 20) 0 $ PutDoubleDoor col (not . cond) (V2 1 0) (V2 39 0) 2
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,sPS (V2 0 80) 0 $ PutDoubleDoor col cond (V2 1 0) (V2 39 0) 2
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,sPS (V2 35 50) (pi/2) $ PutButton $ makeSwitch col red
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(over worldState (M.insert (DoorNumOpen n) True))
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(over worldState (M.insert (DoorNumOpen n) False))
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,sPS (V2 (-25) 50) 0 putLamp
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[Placement (PS (V2 (-35) 50) (negate $ pi/2) $ PutButton $ makeSwitch col red id id)
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$ \btid -> jspsJ (V2 0 20) 0 (PutDoubleDoor col (not . cond' btid) (V2 1 0) (V2 39 0) 2)
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$ sPS (V2 0 80) 0 $ PutDoubleDoor col (cond' btid) (V2 1 0) (V2 39 0) 2
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,mountedLightI 70 (V2 (-2) 30) (V2 (-2) 70)
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,sps0 $ PutForeground $ thinHighBar 75 (V2 40 50) (V2 (-1) 50)
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]
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, _rmBound = [rectNSWE 75 15 0 40]
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}
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@@ -73,13 +71,12 @@ airlock0 n = defaultRoom
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lnks = [(V2 20 95,0)
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,(V2 20 5,pi)
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]
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cond w = or $ M.lookup (DoorNumOpen n) (_worldState w)
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cond' btid w' = _btState (_buttons w' IM.! btid) == BtOn
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col = dim $ dim $ bright red
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airlock90
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:: Int -- ^ Door id
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-> Room
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airlock90 n = defaultRoom
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:: Room
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airlock90 = defaultRoom
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{ _rmPolys =
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[ rectNSWE 100 10 10 100
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, rectNSWE 20 0 20 60
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@@ -99,11 +96,9 @@ airlock90 n = defaultRoom
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,(V2 40 0,V2 0 40)
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]
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, _rmPS =
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[sPS (V2 5 5) 0 $ PutDoor col (not . cond) pss
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,sPS (V2 120 120) (3* pi/4) $ PutButton $ makeSwitch col red
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(over worldState (M.insert (DoorNumOpen n) True))
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(over worldState (M.insert (DoorNumOpen n) False))
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,sPS (V2 60 60) 0 putLamp
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[ Placement (PS (V2 120 120) (3 * pi/4) (PutButton $ makeSwitch col red id id))
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$ \btid -> jsps (V2 5 5) 0 $ PutDoor col (cond btid) pss
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,mountedLightV (V2 20 20) (V3 70 70 50)
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]
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, _rmBound =
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[map toV2 [ (10,10)
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@@ -114,45 +109,34 @@ airlock90 n = defaultRoom
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]]
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}
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where
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cond w = or $ M.lookup (DoorNumOpen n) (_worldState w)
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--cond w = or $ M.lookup (DoorNumOpen n) (_worldState w)
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cond btid w' = _btState (_buttons w' IM.! btid) == BtOn
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col = dim $ dim $ bright red
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pss = (V2 0 0 ,) <$> arcStepwise 3 (negate $ pi/2) (V2 0 0) (V2 0 55)
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airlockCrystal
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:: Int -- ^ Door id
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-> Room
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airlockCrystal n = defaultRoom
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:: Room
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airlockCrystal = defaultRoom
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{ _rmPolys =
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[ rectNSWE 140 0 0 40
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, orderPolygon $ map toV2
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[(39,20)
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,(150,60)
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,(150,80)
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,(39,120)
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]
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, orderPolygon $ map toV2 [ (39,20) , (150,60) , (150,80) , (39,120) ]
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]
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, _rmLinks =
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[(V2 20 130,0)
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,(V2 20 0 ,pi)
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]
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, _rmPath =
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[
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]
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, _rmLinks = [(V2 20 130,0) ,(V2 20 0 ,pi) ]
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, _rmPath = [ ]
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, _rmPS =
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[sPS (V2 0 0) 0 $ PutDoor col (not . cond) pss
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,sPS (V2 145 70) (pi/2) $ PutButton $ makeSwitch col red
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(over worldState (M.insert (DoorNumOpen n) False))
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(over worldState (M.insert (DoorNumOpen n) True))
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,crystalLine (V2 0 70) (V2 40 70)
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--,sPS (V2 20 40) 0 putLamp
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--,sPS (V2 20 100) 0 putLamp
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[ Placement (PS (V2 145 70) (pi/2) (PutButton $ makeSwitch col red id id))
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$ \btid -> jsps0 $ PutDoor col (cond btid) pss
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, crystalLine (V2 0 70) (V2 40 70)
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, mountedLightV (V2 150 70) (V3 110 70 70)
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]
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, _rmBound =
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[ ]
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}
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where
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cond w = or $ M.lookup (DoorNumOpen n) (_worldState w)
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--cond w = or $ M.lookup (DoorNumOpen n) (_worldState w)
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cond btid w' = _btState (_buttons w' IM.! btid) == BtOn
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col = dim $ dim $ bright red
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pss :: [(Point2,Point2)]
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pss = reverse $ fmap ( (\x -> (V2 50 x,V2 50 (x+50)) ) . fromIntegral)
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pss = reverse $ fmap ( (\x -> (V2 50 (x - 10),V2 50 (x+60)) ) . fromIntegral)
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[20::Int,22..70]
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