module Dodge.Room.RezBox where import Dodge.LevelGen.Data import Dodge.UseAll --import Dodge.PlacementSpot --import Dodge.Room.RunPast import Dodge.RoomLink import Dodge.LightSource --import Dodge.Room.LasTurret import Dodge.Data --import Dodge.Default --import Dodge.RoomLink import Dodge.Tree import RandomHelp import Dodge.Room.Door import Dodge.Room.Corridor --import Dodge.Room.Room import Dodge.Room.Link import Dodge.Room.Procedural --import Dodge.Room.Foreground import Dodge.Room.RoadBlock import Dodge.Placement.Instance import Dodge.Item.Random --import Dodge.Item.Weapon.BulletGuns --import Dodge.Item.Weapon.Utility --import Dodge.LevelGen.Data --import Geometry.Data import Geometry import Padding import LensHelp --import Color --import Shape import qualified Data.Set as S --import Data.Maybe rezBox :: LightSource -> Room rezBox ls = roomRect 40 60 1 1 & rmPmnts .~ [ sPS (V2 20 1) 0 $ PutLS ls] & restrictInLinks (\(V2 _ h,_)-> h < 1) & restrictOutLinks (\(V2 _ h,_)-> h > 59) & rmName .~ "rezBox" rezBoxesWp :: RandomGen g => State g (Tree Room) rezBoxesWp = do w <- state $ randomR (100,400) h <- state $ randomR (40,40) theweapon <- randBlockBreakWeapon thecol <- rezColor let aroom = rezInvBox thecol -- & rmConnectsTo .~ S.singleton (OnEdge North) let isnorth = S.member (OnEdge North) . _rlType centralRoom <- shuffleLinks $(roomRectAutoLinks w h) {_rmPmnts = []} & rmLinks %~ setLinkType InLink isnorth onwardpassage <- maybeBlockedPassage let n = length $ getLinksOfType (OnEdge North) $ _rmLinks centralRoom let rezrooms = map adddoor $ wpAdd theweapon aroom : replicate (n-2) aroom return $ treeFromTrunk [ rezBox thecol , door ] (Node ( centralRoom) (rezrooms ++ [onwardpassage])) where adddoor rm = treeFromPost [ connectsToNorth door ] ( rm) connectsToNorth = rmConnectsTo .~ S.member (OnEdge North) maybeBlockedPassage :: RandomGen g => State g (Tree Room) maybeBlockedPassage = fmap (pure . useAll) $ join $ takeOne [return corridor, blockedCorridorCloseBlocks] rezBoxesWpCrit :: RandomGen g => State g (Tree Room) rezBoxesWpCrit = do w <- state $ randomR (200,400) h <- state $ randomR (40,40) thecol <- rezColor theweapon <- randBlockBreakWeapon let bottomEdgeTest (V2 _ y,_) = y < 1 aroom = rezInvBox thecol let centralRoom = (roomRectAutoLinks w h) {_rmPmnts = []} onwardpassage <- over root (rmConnectsTo .~ S.member (OnEdge West)) <$> maybeBlockedPassage let n = length $ filter bottomEdgeTest $ map lnkPosDir $ _rmLinks centralRoom i <- state $ randomR (0,n-3) j <- state $ randomR (i,n-2) let rezrooms = map adddoor $ insertAt i (wpAdd theweapon aroom) $ insertAt j (crAdd aroom) $ replicate (n-3) aroom return $ treeFromTrunk [ rezBox thecol , door ] (Node ( centralRoom) (rezrooms ++ [onwardpassage])) where adddoor rm = treeFromPost [ door & rmConnectsTo .~ S.member (OnEdge North)] ( rm) crAdd :: Room -> Room crAdd = rmPmnts .:~ sPS (V2 20 10) (0.5*pi) randC1 rezBoxes :: RandomGen g => State g (Tree Room) rezBoxes = do w <- state $ randomR (100,400) h <- state $ randomR (40,40) thecol <- rezColor let bottomEdgeTest = S.member (OnEdge South) . _rlType dbox = treeFromPost [ door & rmConnectsTo .~ S.member (OnEdge South)] (rezInvBox thecol) centralRoom <- shuffleLinks $ (roomRectAutoLinks w h) {_rmPmnts = []} & rmLinks %~ setInLinks bottomEdgeTest let n = length $ filter bottomEdgeTest $_rmLinks centralRoom return $ treeFromTrunk [ rezBox thecol , door ] (Node ( centralRoom) (replicate (n-1) dbox ++ [Node (useAll door) []])) rezColor :: RandomGen g => State g LightSource rezColor = do col <- takeOne [V3 0.0 0.1 0.5, V3 0.0 0.5 0.1] h <- takeOne [30,50,80,90,90,90,90] rad <- takeOne [150,200,200,250,250,300,300,300] return $ lsPosColRad (V3 0 0 h) col rad rezInvBox :: LightSource -> Room rezInvBox = swapInOutLinks . rezBox wpAdd :: Item -> Room -> Room wpAdd wp = rmPmnts %~ f where f (x:xs) = sPS (V2 15 30) 1 (PutFlIt wp) : g x : xs f _ = [sPS (V2 15 30) 1 (PutFlIt wp)] g x = x & plIDCont .~ const flickerMod