Implement randomness at the placement datatype level
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@@ -48,7 +48,7 @@ roomRect x y xn yn = defaultRoom
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{ _rmPolys = [rectNSWE y 0 0 x ]
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, _rmLinks = lnks
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, _rmPath = concatMap doublePair pth
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, _rmPS = [mountLightA (V2 (x/2) 0) (V3 (x/2) 40 50)]
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, _rmPS = []
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, _rmBound = [rectNSWE (y+5) (-5) (-5) (x+5)]
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, _rmFloor = [Tile
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{ _tilePoly = rectNSWE y 0 0 x
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@@ -68,7 +68,10 @@ roomRect x y xn yn = defaultRoom
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pth = linksAndPath lnks $ map (bimap (+.+ V2 20 20) (+.+ V2 20 20)) (makeGrid xd xn yd yn)
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{- Creates a rectangular room, automatically creates links and pathfinding graph at a sensible size. -}
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roomRectAutoLinks :: Float -> Float -> Room
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roomRectAutoLinks x y = roomRect x y ((ceiling x - 40) `div` 60) ((ceiling y - 40) `div` 60)
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roomRectAutoLinks x y = (roomRect x y ((ceiling x - 40) `div` 60) ((ceiling y - 40) `div` 60))
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{_rmPS = plmnts}
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where
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plmnts = [mntLightCond (const True)]
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{- Combines two rooms into one room.
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Combines into one big bound, concatenates the rest. -}
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combineRooms :: Room -> Room -> Room
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