Move wall damages to external position
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@@ -71,7 +71,7 @@ roomRect x y xn yn = defaultRoom
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, _rmHeight = y
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}
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}
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where
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where
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yd = (y - 40) / fromIntegral yn
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xd = (x - 40) / fromIntegral xn
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somelnks poffset ps a = zip (map (+.+ poffset) ps) (repeat a)
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@@ -208,9 +208,9 @@ weaponBetweenPillars = do
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rpIsOnPath rp
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&& _rpPlacementUse rp == 0
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&& all ((>100) . dist (_rpPos rp)) (usedRoomLinkPoss r)
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(fmap pure $ roomPillars 30 w h wn hn
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(roomPillars 30 w h wn hn
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<&> rmPmnts .++~ map (`sps` randC1) critPlacementSpots ++ [ sps wpPos (PutFlIt wp) ]
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<&> cleatOnward) >>= rToOnward ("weaponBetweenPillars_"++itemString wp)
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<&> cleatOnward) >>= rToOnward ("weaponBetweenPillars_"++itemString wp) . pure
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weaponLongCorridor :: RandomGen g => State g (Tree Room)
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weaponLongCorridor = do
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