Identify broken wall collisions
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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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