Work on perhaps replacing FGL with incidence vectors
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+4
-2
@@ -51,9 +51,11 @@ generateLevelFromRoomList gr' w =
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& pnZoning .~ foldl' (flip zonePn) mempty (labNodes path)
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& peZoning .~ foldl' (flip zonePe) mempty (map fromEdgeTuple $ labEdges path)
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& incNodeZoning .~ UV.ifoldl' (\m i p -> zonePn (i,p) m) mempty inodes
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& incEdgeZoning .~ foldl' (flip (zoneIncPe inodes)) mempty ipairs
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where
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(_, path) = pairsToGraph . snapToGrid $ foldMap _rmPath rs
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(inodes,igraph) = pairsToIncGraph . snapToGrid $ foldMap _rmPath rs
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pairs = snapToGrid $ foldMap _rmPath rs
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(_, path) = pairsToGraph pairs
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(inodes,igraph,ipairs) = pairsToIncGraph pairs
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rs = map doRoomShift $ IM.elems rs'
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rs' = mapM shuffleRoomPos gr' & evalState $ _randGen w
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