Identify broken wall collisions
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@@ -32,9 +32,13 @@ corridor = defaultRoom
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keyholeCorridor :: Room
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keyholeCorridor = corridor
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{ _rmPath = []
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, _rmPmnts = [ lowWall $ rectNSEW 50 30 0 15
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, lowWall $ rectNSEW 50 30 25 40]
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, _rmPmnts =
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[ midWall $ rectNSEW top bot 0 15
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, midWall $ rectNSEW top bot 25 40]
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}
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where
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top = 55
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bot = 25
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corridorN :: Room
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corridorN = defaultRoom
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@@ -98,7 +98,7 @@ lasTunnel = defaultRoom
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, _rmBound = polys
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, _rmLinks = [(V2 20 190,1.5* pi),(V2 0 20,0.5* pi)]
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, _rmPmnts = [putLasTurret & plSpot .~ PS (V2 10 240) (1.5*pi)
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, lowWall (rectNSEW 65 40 0 25)
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, midWall (rectNSEW 65 40 0 25)
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, mntLS vShape (V2 50 10) (V3 40 20 50)
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]
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}
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+11
-2
@@ -16,6 +16,8 @@ import Dodge.Room.RoadBlock
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import Dodge.Placement.Instance
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import Dodge.Layout.Tree.Polymorphic
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import Dodge.Item.Random
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import Dodge.Item.Weapon.BulletGuns
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import Dodge.Item.Weapon.Utility
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--import Dodge.LevelGen.Data
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import Geometry.Data
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import Padding
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@@ -31,8 +33,15 @@ import System.Random
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minigunfakeout :: RandomGen g => State g (Tree (Either Room Room))
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minigunfakeout = do
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rcol <- rezColor
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ncor <- state $ randomR (1,5)
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return $ ([Left $ rezBox rcol,Left door] ++ replicate ncor (Left corridor)
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ncor <- state $ randomR (1,3)
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roomwithmini <- randomiseAllLinks $ roomRectAutoLinks 150 150
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& rmPmnts %~ ([plRRpt 0 (PutFlIt miniGun),plRRpt 0 (PutFlIt shrinkGun)]++)
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return $ ([Left $ rezBox rcol
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,Left door
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,Left roomwithmini
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,Left door
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]
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++ replicate ncor (Left corridor)
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++ [Left keyholeCorridor,Left corridor])
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`treeFromPost` Right door
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