Hack fix to wall carving, expand polygon and retry if first cut fails
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+34
-34
@@ -36,41 +36,41 @@ lev1 = do
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++ [return $ connectRoom corridor
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,return $ connectRoom door
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,glassSwitchBack >>= randomiseLinks]
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-- ++ [return $ connectRoom corridor
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-- ,return $ connectRoom door]
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-- ++ [miniRoom3]
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-- ++ [return $ connectRoom corridor
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-- ,return $ connectRoom door]
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-- ++ [roomCCrits]
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-- ++ [return $ connectRoom corridor
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-- ,return $ connectRoom door]
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-- ++[roomMiniIntro]
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-- ++ [longRoom >>= randomiseLinks]
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-- ++ [return $ connectRoom corridor
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-- ,return $ connectRoom door]
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++ [return $ connectRoom corridor
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,return $ connectRoom door]
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++ [miniRoom3]
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++ [return $ connectRoom corridor
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,return $ connectRoom door]
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++ [roomCCrits]
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++ [return $ connectRoom corridor
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,return $ connectRoom door]
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++[roomMiniIntro]
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++ [longRoom >>= randomiseLinks]
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++ [return $ connectRoom corridor
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,return $ connectRoom door]
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++ firstWeapon
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-- ++ [return $ connectRoom corridor
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-- ,return $ connectRoom door]
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-- ++ [randomiseLinks =<< pistolerRoom]
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-- ++ [return $ connectRoom door]
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-- ++ [randomiseLinks =<< shooterRoom]
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-- ++ (replicate 3 $ randomiseLinks corridor)
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-- ++ [return $ connectRoom (set rmPS [PS (20,40) 0 basicLS] corridor)]
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-- ++ [return $ connectRoom corridor]
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-- ++ (replicate 3 $ randomiseLinks corridor)
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-- ++ [return $ connectRoom corridor]
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-- ++[return $ connectRoom corridor,return $ connectRoom door]
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-- ++ [shootingRange]
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-- ++ (replicate 3 $ randomiseLinks corridor)
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-- ++[roomMiniIntro]
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-- ++ (replicate 3 $ randomiseLinks corridor)
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-- ++ [return $ connectRoom corridor
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-- ,return $ connectRoom door
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-- ,slowDoorRoom]
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-- ++ [return $ connectRoom corridor
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-- ,spawnerRoom
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-- ,return $ connectRoom corridor
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-- ]
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++ [return $ connectRoom corridor
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,return $ connectRoom door]
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++ [randomiseLinks =<< pistolerRoom]
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++ [return $ connectRoom door]
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++ [randomiseLinks =<< shooterRoom]
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++ (replicate 3 $ randomiseLinks corridor)
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++ [return $ connectRoom (set rmPS [PS (20,40) 0 basicLS] corridor)]
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++ [return $ connectRoom corridor]
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++ (replicate 3 $ randomiseLinks corridor)
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++ [return $ connectRoom corridor]
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++[return $ connectRoom corridor,return $ connectRoom door]
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++ [shootingRange]
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++ (replicate 3 $ randomiseLinks corridor)
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++[roomMiniIntro]
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++ (replicate 3 $ randomiseLinks corridor)
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++ [return $ connectRoom corridor
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,return $ connectRoom door
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,slowDoorRoom]
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++ [return $ connectRoom corridor
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,spawnerRoom
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,return $ connectRoom corridor
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]
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)
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$ randomiseLinks corridor
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@@ -25,8 +25,20 @@ type WallP = (Point2,Point2)
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-- | Cut out a polygon from a set of walls, and check for errors in the
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-- created walls.
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-- If created walls are not consistent, expand poly and retry.
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cutWalls :: [Point2] -> [WallP] -> [WallP]
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cutWalls ps wls = case mapMaybe (flip checkWallRight newWalls) newWalls of
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[] -> newWalls
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_ -> cutWalls (expandPolyBy 0.01 ps) wls
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where
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newWalls = cutWalls' ps wls
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errsL = mapMaybe (flip checkWallLeft newWalls) newWalls
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-- | Cut out a polygon from a set of walls, and check for errors in the
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-- created walls.
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-- Give error if created walls are not consistent.
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cutWalls'' :: [Point2] -> [WallP] -> [WallP]
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cutWalls'' ps wls = case mapMaybe (flip checkWallRight newWalls) newWalls of
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[] -> newWalls
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errs -> error $ "during level generation function cutWalls: when cutting poly:\n" ++ show ps
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++ "\nRight corner errors:\n"
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@@ -73,13 +85,16 @@ checkWallLeft (x,y) wls
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-- (possibly three if the wall extends across the polygon),
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-- 2. remove any created walls that are inside the polygon,
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-- 3. create the required new walls along the polygon boundary.
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-- 4. fuse wall endpoints that end up close to each or to polygon intersection points
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-- 5. remove any walls that ended up zero length after fusing
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-- 6. remove any duplicate walls
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-- Unclear behaviour if a line in the polygon is colinear with a wall.
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cutWalls' :: [Point2] -> [WallP] -> [WallP]
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cutWalls' qs walls =
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-- nub
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-- . filter (not.wallIsZeroLength)
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-- . fuseWallsWith zs
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addPolyWalls rs
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nub
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. filter (not.wallIsZeroLength)
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. fuseWallsWith zs
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. addPolyWalls rs
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-- . removeWallsInPolygon ps
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-- . filter (not.wallIsZeroLength)
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-- . fuseWallsWith zs
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@@ -89,10 +104,14 @@ cutWalls' qs walls =
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(zs,cwals) = cutWallsWithPoints ps walls
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ps = orderPolygon qs
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rs = orderPolygon $ nub $ zs ++ qs
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-- unused steps:
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-- fuse wall endpoints that end up close to each or to polygon intersection points
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-- remove any walls that ended up zero length after fusing
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-- remove any duplicate walls
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-- | Given a value and a poly, pushes the poly points out from the center by the
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-- value amount.
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expandPolyBy :: Float -> [Point2] -> [Point2]
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expandPolyBy x ps = map f ps
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where
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cp = (1/(fromIntegral (length ps))) *.* (foldr (+.+) (0,0) ps)
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f p = p +.+ x *.* (p -.- cp)
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-- | Given a polygon expressed as a list of points and a collection of walls,
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-- returns:
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