Move towards more usable placements
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+9
-9
@@ -137,8 +137,8 @@ glassSwitchBack = do
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glassSwitchBackCrits :: RandomGen g => State g Room
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glassSwitchBackCrits = glassSwitchBack
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<&> rmPmnts %~ ([Placement (PSRoomRand 0) (PutCrit miniGunCrit) (const Nothing)
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, Placement (PSRoomRand 1) randC1 (const Nothing)
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<&> rmPmnts %~ ([spNoID (PSRoomRand 0) (PutCrit miniGunCrit)
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, spNoID (PSRoomRand 1) randC1
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] ++)
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miniTree2 :: RandomGen g => State g (Tree (Either Room Room))
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@@ -351,7 +351,7 @@ weaponRoom = join $ takeOne
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roomCCrits :: RandomGen g => State g Room
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roomCCrits = roomC 200 200
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<&> rmPmnts %~ (replicate 20 (Placement (PSRoomRand 0) randC1 (const Nothing)) ++ )
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<&> rmPmnts %~ (replicate 20 (spNoID (PSRoomRand 0) randC1) ++ )
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longRoom :: RandomGen g => State g Room
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longRoom = do
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@@ -418,13 +418,13 @@ shootersRoom' = do
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shootersRoom1 :: RandomGen g => State g Room
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shootersRoom1 = shootersRoom' <&> rmPmnts %~
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( (
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RandomPlacement $ takeOne $ map (\i -> Placement (PSRoomRand i) (PutCrit autoCrit) (const Nothing))
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RandomPlacement $ takeOne $ map (\i -> spNoID (PSRoomRand i) (PutCrit autoCrit))
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[0,1,2]
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) :)
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shootersRoom :: RandomGen g => State g Room
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shootersRoom = shootersRoom' <&> rmPmnts %~
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( map (\i -> Placement (PSRoomRand i) (PutCrit autoCrit) (const Nothing))
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( map (\i -> spNoID (PSRoomRand i) (PutCrit autoCrit))
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[0,1,2]
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++ )
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@@ -461,9 +461,9 @@ pillarGrid = do
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pistolerRoom :: RandomGen g => State g Room
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pistolerRoom = pillarGrid
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<&> rmPmnts %~ (
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[Placement (PSRoomRand 0) (PutCrit pistolCrit) (const Nothing)
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,Placement (PSRoomRand 0) (PutCrit pistolCrit) (const Nothing)
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,Placement (PSRoomRand 0) (PutCrit pistolCrit) (const Nothing)
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[spNoID (PSRoomRand 0) (PutCrit pistolCrit)
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,spNoID (PSRoomRand 0) (PutCrit pistolCrit)
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,spNoID (PSRoomRand 0) (PutCrit pistolCrit)
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]
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++)
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@@ -490,6 +490,6 @@ spawnerRoom = do
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x <- state $ randomR (250,300)
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y <- state $ randomR (300,400)
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roomWithSpawner <- roomC x y <&>
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rmPmnts %~ (Placement (PSRoomRand 0) (PutCrit spawnerCrit) (const Nothing) :)
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rmPmnts %~ (spNoID (PSRoomRand 0) (PutCrit spawnerCrit) :)
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aRoom <- airlock
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return $ treeFromTrunk [Left aRoom,Left corridor] $ connectRoom roomWithSpawner
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