Fix wall bug, refactor placements
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@@ -23,7 +23,7 @@ import System.Random
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import qualified Data.Set as S
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import qualified Data.IntMap.Strict as IM
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import qualified Data.Map as M
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import Data.Maybe
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--import Data.Maybe
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--import Control.Lens
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--import Data.List (partition)
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--import Data.List (sortOn)
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@@ -61,24 +61,11 @@ initialWorld = defaultWorld
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, _worldState = M.empty
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}
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testStringInit :: World -> [String]
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--testStringInit _ = []
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--testStringInit w =
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-- [show $ _worldMinX w
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-- ,show $ _worldMaxX w
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-- ,show $ _worldMinY w
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-- ,show $ _worldMaxY w
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-- ]
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--testStringInit = mapMaybe f . IM.elems . wallsDoubleScreen
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testStringInit _ = []
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--testStringInit = mapMaybe f . IM.elems . flattenIMIMIM . _znObjects . _wallsZone
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-- where
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-- f (dr@Door{}) = Just . show $ _wlLine dr
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-- f _ = Nothing
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--testStringInit = map show . filter ((== col) . snd) . fst . wallsAndWindows
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-- where
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-- col = dim $ dim $ bright red
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testStringInit = mapMaybe f . IM.elems . _walls
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where
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f dr | _wlColor dr == V4 0 1 0 1 = Just . show $ _wlLine dr
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| otherwise = Nothing
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-- f dr | _wlColor dr == V4 0 1 0 1 = Just . show $ _wlLine dr
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-- | otherwise = Nothing
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--testStringInit _ = []
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--testStringInit w = [show . length $ newSounds w]
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--testStringInit w = (show . _crPos $ _creatures w IM.! 0)
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