Commit before attempt to remove geometry shaders from shadow extrusion
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+2
-3
@@ -3,6 +3,7 @@ module Dodge.Layout (
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generateLevelFromRoomList,
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) where
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import Dodge.Path.Translate
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import qualified Control.Foldl as L
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import Control.Lens
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import Data.Foldable
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@@ -44,7 +45,7 @@ generateLevelFromRoomList gr' w =
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. worldToGenWorld rs'
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$ w & cWorld . lWorld . walls .~ wallsFromRooms rs
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& cWorld . cwGen . cwgGameRooms .~ gameRoomsFromRooms (IM.elems rs')
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& cWorld . lWorld . pathGraph .~ path
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& cWorld . pathGraph .~ path
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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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where
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@@ -54,8 +55,6 @@ generateLevelFromRoomList gr' w =
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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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fromEdgeTuple :: (Int, Int, PathEdge) -> PathEdgeNodes
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fromEdgeTuple (a, b, pe) = PathEdgeNodes a b pe
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randomCompass :: World -> World
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randomCompass w = w & cWorld . camPos . camRot .~ (takeOne [0, 0.5 * pi, pi, 1.5 * pi] & evalState $ _randGen w)
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