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loop/src/Dodge/Room.hs
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Haskell

{-
Specification of individual rooms.
-}
module Dodge.Room
( module Dodge.Room
, module Dodge.Room.Corridor
) where
import Dodge.Default.Room
import Dodge.Item.Weapon
import Dodge.Item.Weapon.AutoGun
import Dodge.Item.Weapon.Launcher
import Dodge.Creature
--import Dodge.Creature.Inanimate
--import Dodge.LevelGen
import Dodge.LevelGen.Data
--import Dodge.Base
import Dodge.RandomHelp
import Dodge.LevelGen
import Dodge.Default.Wall
--import Dodge.Path
--import Dodge.Layout
import Dodge.Layout.Tree.Polymorphic
import Dodge.Layout.Tree.Either
--import Dodge.LightSources
--import Dodge.SoundLogic
import Dodge.Room.Data
import Dodge.Room.Placement
import Dodge.Room.Procedural
import Dodge.Room.Corridor
import Dodge.Room.Link
--import Dodge.Room.Branch
import Dodge.Room.Door
import Dodge.Room.Airlock
import Dodge.Room.LongDoor
import Geometry
--import Geometry.Data
import Picture
import Tile
import Control.Lens
import Control.Monad.State
import Control.Monad.Loops
import System.Random
import Data.Tree
import Data.Bifunctor
--import qualified Data.Map as M
--import qualified Data.IntMap.Strict as IM
roomC :: Float -> Float -> Room
roomC x y = defaultRoom
{ _rmPolys = [rectNSWE y 0 0 x]
, _rmLinks = lnks
, _rmPath = pth
, _rmPS = [windowLine (V2 (x/2) 0) (V2 (x/2) (y-60))
]
, _rmBound = [rectNSWE (y+5) (-5) (-5) (x+5)]
}
where
lnks = map (first toV2)
[( (x-20, 0),pi)
,( ( 20, 0),pi)
,( ( 0, 20),pi/2)
]
xn = 4
yn = 4
yd = (y - 40) / fromIntegral yn
xd = (x - 40) / fromIntegral xn
pth = linksAndPath lnks $ translateS (V2 20 20) (makeGrid xd xn yd yn)
roomPadCut :: [Point2] -> Point2 -> Room
roomPadCut ps p = defaultRoom
{ _rmPolys = [ps]
, _rmLinks = [(p,0),(V2 0 0,pi)]
, _rmPath = [(V2 0 0,p)]
, _rmPS = []
, _rmBound = []
}
roomPillars :: Room
roomPillars = over rmLinks init $ set rmPS plmnts $ roomRect 240 240 2 2
where
plmnts = sPS (V2 120 120) 0 putLamp
: sPS (V2 12 12) 0 putLamp
: sPS (V2 228 228) 0 putLamp
: g 180 150 90 60
f a x b y = putBlockRect a x b y
g a b c d = f a b a b ++ f a b c d ++ f c d a b ++ f c d c d
branchWith :: Room -> [Tree Room] -> Tree (Either Room Room)
branchWith r ts = Node (Left r) $ return (Right door) : fmap (fmap Left) ts
glassSwitchBack :: RandomGen g => State g Room
glassSwitchBack = do
wth <- state $ randomR (200,400)
hgt <- state $ randomR (400,600)
wllen <- state $ randomR (60,wth/2-40)
let hf = hgt/5
let plmnts =
[windowLine (V2 (wth-60 ) hf ) (V2 wllen hf )
,windowLine (V2 (wth-wllen) (2*hf)) (V2 60 (2*hf))
,windowLine (V2 (wth-60 ) (3*hf)) (V2 wllen (3*hf))
,windowLine (V2 (wth-wllen) (4*hf)) (V2 60 (4*hf))
,blockLine (V2 0 (1*hf)) (V2 wllen (1*hf))
,blockLine (V2 (wth-wllen) (2*hf)) (V2 wth (2*hf))
,blockLine (V2 0 (3*hf)) (V2 wllen (3*hf))
,blockLine (V2 (wth-wllen) (4*hf)) (V2 wth (4*hf))
, sPS (V2 (wth/2) (hgt/2)) 0 putLamp
]
return $ set rmPS plmnts $ roomRect wth hgt 2 6
manyDoors :: Int -> Tree (Either Room Room)
manyDoors i = treeFromPost (replicate i (Left door)) $ Right door
glassLesson :: RandomGen g => State g (Tree (Either Room Room))
glassLesson = do
corridors <- replicateM 3 $ Left <$> randomiseOutLinks corridor
return $ Node (Left botRoom) [deadRoom door,uppers, treeFromPost (Left door : corridors) $ Right door]
where
uppers = Node (Left door) [deadRoom topRoom]
botRoom = set rmPS botplmnts $ roomRect 200 200 1 1
topRoom = set rmPS topplmnts $ roomRect 200 200 1 1
botplmnts =
[sPS (V2 0 0) 0 $ PutWall (rectNSWE 200 0 90 110) defaultCrystalWall
,sPS (V2 50 100) 0 $ PutCrit miniGunCrit
,sPS (V2 50 50) 0 putLamp
]
topplmnts =
[windowLine (V2 100 200) (V2 100 0)
,sPS (V2 50 100) 0 $ PutCrit miniGunCrit
,sPS (V2 50 50) 0 putLamp
]
miniRoom1 :: RandomGen g => State g Room
miniRoom1 = do
wth <- state $ randomR (200,400)
hgt <- state $ randomR (400,600)
wllen <- state $ randomR (60,wth/2-40)
let hf = hgt/5
cry <- randomRanges [--50+2*hf,30+3*hf
50+3*hf,30+4*hf
,50+4*hf,30+5*hf
]
crx <- state $ randomR (wllen,wth-(wllen+40))
let plmnts = [windowLine (V2 (wth-60) ( 40+hf)) (V2 wllen (40+hf))
,windowLine (V2 (wth-wllen) (40+2*hf)) (V2 60 (40+2*hf))
,windowLine (V2 (wth-60) ( 40+3*hf)) (V2 wllen (40+3*hf))
,windowLine (V2 (wth-wllen) (40+4*hf)) (V2 60 (40+4*hf))
,sPS (V2 crx cry) 0 $ PutCrit miniGunCrit
,sPS (V2 (wth-20) (hgt/2+40)) 0 randC1
,sPS (V2 (wth/2) (hgt/2)) 0 putLamp
,blockLine (V2 0 ( 40+1*hf)) (V2 wllen (40+1*hf))
,blockLine (V2 (wth-wllen) ( 40+2*hf)) (V2 wth (40+2*hf))
,blockLine (V2 0 ( 40+3*hf)) (V2 wllen (40+3*hf))
,blockLine (V2 (wth-wllen) ( 40+4*hf)) (V2 wth (40+4*hf))
]
return $ set rmPS plmnts $ shiftRoomBy (V2 0 40,0) $ roomRect wth hgt 2 4
miniTree2 :: RandomGen g => State g (Tree (Either Room Room))
miniTree2 = miniRoom1
>>= randomiseOutLinks
>>= changeLinkTo (\p -> (sndV2 . fst) p < 70)
<&> flip branchWith (replicate 3 $ treeFromPost [door,corridor] critInDeadEnd)
miniRoom3 :: RandomGen g => State g (Tree (Either Room Room))
miniRoom3 = do
w <- state $ randomR (300,400)
h <- state $ randomR (300,400)
let cp = V2 0 (h/2+40)
let b = PutBlock [5,20,20] (greyN 0.5) $ map toV2 [(-10,-60)
,( 10,-60)
,( 10,-80)
,(-10,-80)
]
let plmnts = [sPS cp 0 $ PutCrit miniGunCrit
,sPS cp 0 $ windowLineType (V2 0 (-40)) (V2 0 (-80))
,sPS cp (1*pi/4) $ windowLineType (V2 0 (-40)) (V2 0 (-80))
,sPS cp (2*pi/4) $ windowLineType (V2 0 (-40)) (V2 0 (-80))
,sPS cp (3*pi/4) $ windowLineType (V2 0 (-40)) (V2 0 (-80))
,sPS cp (4*pi/4) $ windowLineType (V2 0 (-40)) (V2 0 (-80))
,sPS cp (5*pi/4) $ windowLineType (V2 0 (-40)) (V2 0 (-80))
,sPS cp (6*pi/4) $ windowLineType (V2 0 (-40)) (V2 0 (-80))
,sPS cp (7*pi/4) $ windowLineType (V2 0 (-40)) (V2 0 (-80))
,sPS cp (pi/8) b
,sPS cp (pi/8+1*pi/4) b
,sPS cp (pi/8+2*pi/4) b
,sPS cp (pi/8+3*pi/4) b
,sPS cp (pi/8+4*pi/4) b
,sPS cp (pi/8+5*pi/4) b
,sPS cp (pi/8+6*pi/4) b
,sPS cp (pi/8+7*pi/4) b
,sPS (V2 (w/2) (h/2)) 0 putLamp
]
fmap connectRoom $ randomiseOutLinks $ set rmPS plmnts $ roomRectAutoLinks w h
rot90Around :: Point2 -> Point2 -> Point2
rot90Around cen p = cen +.+ vNormal (p -.- cen)
-- So, the idea is to attach outer children to the bottommost right nodes
-- inside an inner tree
roomMiniIntro :: RandomGen g => State g (Tree (Either Room Room))
roomMiniIntro = fmap (g . expandTreeBy f) $ sequence $ treeFromPost
[return $ connectRoom door
,join $ takeOne [miniTree2,glassLesson]
]
$ connectRoom <$> randomiseOutLinks corridor
where
f (Node (Right x) xs) = Node (Right (Right x)) $ map f xs
f (Node (Left x) xs) = Node (Left (Left x)) $ map f xs
g (Node (Right x) []) = Node (Right x) []
g (Node (Right x) xs) = Node (Left x) $ map g xs
g (Node y ys) = Node y $ map g ys
roomCenterPillar :: RandomGen g => State g Room
roomCenterPillar = changeLinkTo ((\p -> dist p (V2 120 0) < 10) . fst)
$ set rmPS plmnts $ roomRect 240 240 2 2
where
plmnts =
[ blockLine (V2 115 115) (V2 115 125)
, blockLine (V2 125 115) (V2 125 125)
, sPS (V2 40 120) 0 putLamp
, sPS (V2 200 120) 0 putLamp
]
roomOctogon :: Room
roomOctogon = defaultRoom
{ _rmPolys = [poly ]
, _rmLinks = lnks
, _rmPath = allPairs $ map fst lnks
, _rmPS = []
, _rmBound = [map toV2 [(-20,30),(20,30),(60,70),(60,110),(20,150),(-20,150),(-60,110),(-60,70)] ]
, _rmFloor = [makeTileFromPoly poly 7]
}
where
poly = map toV2 [(-20,40),(20,40),(50,70),(50,110),(20,140),(-20,140),(-50,110),(-50,70)]
lnks = map (first toV2)
[((0,140),0)
,((35,125),negate $ pi/4)
,((-35,125),pi/4)
,( (50,90),negate $ pi/2)
,( (-50,90),pi/2)
,((35,55),negate $ 3*pi/4)
,((-35,55),3*pi/4)
,( (0,40),pi)
]
allPairs :: Eq a => [a] -> [(a,a)]
allPairs xs = [(x,y) | x <- xs, y <- xs, x /= y]
randomCorridorFrom :: RandomGen g => [a] -> State g (Tree (Either a a))
randomCorridorFrom xs = do
rooms <- replicateM 5 $ takeOne xs
return $ treeFromTrunk (map Left $ init rooms) (Node (Right (last rooms)) [])
{- Probabilites of the type of the first floor weapon. -}
randFirstWeapon :: State StdGen PSType
randFirstWeapon = do
takeOne $ map PutFlIt $
replicate 10 pistol
++ replicate 5 ltAutoGun
++ replicate 5 spreadGun
++ replicate 5 multGun
++ replicate 2 autoGun
++ [launcher]
weaponEmptyRoom :: RandomGen g => State g (Tree (Either Room Room))
weaponEmptyRoom = do
w <- state $ randomR (220,300)
h <- state $ randomR (220,300)
let plmnts =
[sPS (V2 (w/2) (h-40)) 0 $ RandPS randFirstWeapon
,sPS (V2 20 20) (pi/2) randC1
,sPS (V2 (w-20) 20) (pi/2) randC1
,sPS (V2 (w/2) (h/2)) 0 putLamp
]
(fmap connectRoom . randomiseOutLinks) =<<
changeLinkTo ((\p -> dist p (V2 (w/2) 0) < 10) . fst) (set rmPS plmnts $ roomRect w h 2 2)
weaponUnderCrits :: RandomGen g => State g (Tree (Either Room Room))
weaponUnderCrits = do
let plmnts =
[sPS (V2 20 0) 0 $ RandPS randFirstWeapon
,sPS (V2 20 0) (negate $ pi/2) randC1
,sPS (V2 20 20) (negate $ pi/2) randC1
]
let continuationRoom = treeFromTrunk
[Left corridorN,Left corridorN]
(connectRoom (set rmPS plmnts corridorN))
rcp' <- roomCenterPillar
let rcp = over rmPS ( sPS (V2 120 80) 0 putLamp : ) rcp'
deadEndRoom' <- takeOne [roomPillars,rcp]
junctionRoom <- takeOne [Left tEast,Left tWest]
return $ treeFromTrunk [Left corridorN,Left corridorN]
$ Node junctionRoom
[continuationRoom
,deadRoom deadEndRoom'
]
weaponBehindPillar :: RandomGen g => State g (Tree (Either Room Room))
weaponBehindPillar = do
cpos <- takeOne $ [V2 x y | x <- [20,220], y <- [20,220]] ++ [V2 120 160,V2 120 200]
let d p = argV $ V2 120 80 -.- p
let plmnts1 =
[sPS (V2 120 160) 0 $ RandPS randFirstWeapon
,sPS cpos (d cpos) randC1
]
rcp <- roomCenterPillar
return $ treeFromTrunk
[Left door
,Left $ over rmLinks tail $ over rmPS (++ plmnts1) rcp
]
(connectRoom $ set rmPS [sPS (V2 20 60) (negate $ pi/2) randC1] corridorN)
weaponBetweenPillars :: RandomGen g => State g (Tree (Either Room Room))
weaponBetweenPillars = do
wpPos <- takeOne [V2 x y | x <- [20,120,220], y <- [20,120,220]]
(ps,_) <- takeNMore 2 ([], [V2 x y | x <- [20,220], y <- [20,120,220]])
let crPos1:crPos2:_ = ps
d p = argV $ V2 120 120 -.- p
plmnts =
[sPS wpPos 0 $ RandPS randFirstWeapon
,sPS crPos1 (d crPos1) randC1
,sPS crPos2 (d crPos2) randC1
]
theRoom = roomPillars & rmPS %~ (++ plmnts)
-- & rmPolys %~ (rectNSWE 300 0 0 300 :)
(fmap connectRoom . randomiseOutLinks) =<< filterLinks f theRoom
where
f (_,a) = a == 0
--f (_,_) = True -- this is probably preferable...
weaponLongCorridor :: RandomGen g => State g (Tree (Either Room Room))
weaponLongCorridor = do
root <- takeOne [tEast, tWest]
connectingRoom <- takeOne
[tEast & rmPS .~ [sPS (V2 (-40) 60) 0 putLamp]
,tWest & rmPS .~ [sPS (V2 40 60) 0 putLamp]
]
i1 <- state $ randomR (2,5)
i2 <- state $ randomR (2,5)
let branch1 = treeFromTrunk (replicate i1 $ Left corridorN) (connectRoom $ putCrs connectingRoom)
let branch2 = treeFromTrunk (replicate i2 $ Left corridorN) (deadRoom $ putWp corridor)
return $ Node (Left root) [branch1,branch2]
where
putCrs = over rmPS (++ [sPS (V2 10 40) (-pi/2) randC1 ,sPS (V2 (-10) 40) (-pi/2) randC1 ])
putWp = set rmPS [sPS (V2 20 40) 0 $ RandPS randFirstWeapon ,sPS (V2 20 60) 0 putLamp ]
critInDeadEnd :: Room
critInDeadEnd = set rmPS [sPS (V2 0 0) 0 randC1] deadEndRoom
deadEndRoom :: Room
deadEndRoom = defaultRoom
{ _rmPolys = [rectNSWE 40 (-20) (-20) 20
]
, _rmLinks = lnks
, _rmPath = []
, _rmPS = [sPS (V2 0 (-10)) 0 putLamp]
, _rmBound = [rectNSWE 20 (-20) (-30) 30]
}
where
lnks = [(V2 0 30 ,0) ]
{- A random Either tree with a weapon and melee monster challenge. -}
weaponRoom :: RandomGen g => State g (Tree (Either Room Room))
weaponRoom = join $ takeOne
[ weaponEmptyRoom
, weaponUnderCrits
, weaponBehindPillar
, weaponBetweenPillars
, weaponLongCorridor
]
roomCCrits :: RandomGen g => State g (Tree (Either Room Room))
roomCCrits = do
ps <- replicateM 20 $ randInCirc 9
let plmnts = map (\p -> sPS p 0 randC1)
$ zipWith (+.+) [V2 x y | x<-[110,130,150,170,190], y<- [70,90,110,130,150]] ps
lamps = [sPS (V2 50 100) 0 putLamp , sPS (V2 175 100) 0 putLamp]
return $ connectRoom $ over rmPS ((lamps ++) . (plmnts ++)) $ roomC 200 200
longRoom :: RandomGen g => State g Room
longRoom = do
h <- state $ randomR (1500,1500)
let w = 75
let cond x = (sndV2 . fst) x < h - 40
let ws = map (\ps -> sPS (V2 0 0) 0 $ PutWall ps defaultCrystalWall)
[rectNSWE (h-35) (h-135) (-10) 10
,rectNSWE (h-35) (h-135) 15 35
,rectNSWE (h-35) (h-135) 40 60
,rectNSWE (h-35) (h-135) 65 85
]
let wsDefense = map (\ps -> sPS (V2 0 0) 0 $ PutWall ps defaultCrystalWall)
[rectNSWE 95 70 0 25
,rectNSWE 95 70 50 75
]
brls <- fmap (map (\p -> sPS (p +.+ V2 10 200) 0 $ PutCrit explosiveBarrel) )
$ replicateM 5 $ randInRect (w-20) 900
let rm = roomRect w (h+70) 1 1 & rmPolys %~ ([rectNSWE h (h-165) (-45) (w+45)] ++)
changeLinkTo cond $ rm & rmPS .~ ws ++ brls ++ wsDefense ++
[sPS (V2 12.5 (h-25)) 0 $ PutCrit longCrit
,sPS (V2 37.5 (h-25)) 0 $ PutCrit longCrit
,sPS (V2 62.5 (h-25)) 0 $ PutCrit longCrit
,sPS (V2 25 20 ) 0 putLamp
,sPS (V2 25 (h-10)) 0 putLamp
]
shooterRoom :: RandomGen g => State g Room
shooterRoom = do
h <- state $ randomR (200,300)
let cond x = (sndV2 . fst) x < h - 40
changeLinkTo cond $ roomRect 100 h 1 1 & rmPS .~
[blockLine (V2 50 50) (V2 50 h)
,sPS (V2 25 (h-25)) 0 $ PutCrit $ addArmour autoCrit
,sPS (V2 75 (h-30)) 0 $ PutCrit explosiveBarrel
,sPS (V2 75 (h-60)) 0 $ PutCrit explosiveBarrel
,sPS (V2 85 (h-10)) 0 $ PutCrit explosiveBarrel
,sPS (V2 85 (h-45)) 0 $ PutCrit explosiveBarrel
,sPS (V2 75 (h-80)) 0 putLamp
]
shootersRoom1 :: RandomGen g => State g Room
shootersRoom1 = do
w <- state $ randomR (200,300)
x1 <- state $ randomR (20,w/3-20)
x2 <- state $ randomR (w/3+20,2*w/3-20)
x3 <- state $ randomR (2*w/3+20,w-20)
y1 <- state $ randomR (250,560)
y2 <- state $ randomR (250,560)
y3 <- iterateWhile (\y' -> abs (y1 - y2) < 60 && abs (y2 - y') < 60) $ state $ randomR (250,560)
x4 <- state $ randomR (60,w-60)
y4 <- state $ randomR (40,180)
p <- takeOne [V2 x1 (y1-10),V2 x2 (y2-10),V2 x3 (y3-10)]
let bln x y = putBlockN (x+25) (x-25) (y+10) y
let blv x y = putBlockV (x+25) (x-25) (y+10) y
let plmnts = bln x1 y1 ++ bln x2 y2 ++ bln x3 y3 ++ blv x4 y4
++ [sPS p (-pi/2) $ PutCrit autoCrit
,sPS (V2 (w/2) 200) 0 putLamp
]
return $ set rmPS plmnts $ roomRectAutoLinks w 600
shootersRoom :: RandomGen g => State g Room
shootersRoom = do
w <- state $ randomR (200,300)
x1 <- state $ randomR (20,w/3-20)
x2 <- state $ randomR (w/3+20,2*w/3-20)
x3 <- state $ randomR (2*w/3+20,w-20)
y1 <- state $ randomR (250,560)
y2 <- state $ randomR (250,560)
y3 <- iterateWhile (\y' -> abs (y1 - y2) < 60 && abs (y2 - y') < 60) $ state $ randomR (250,560)
x4 <- state $ randomR (60,w-60)
y4 <- state $ randomR (40,180)
let bln x y = putBlockN (x+25) (x-25) (y+10) y
let blv x y = putBlockV (x+25) (x-25) (y+10) y
let plmnts = bln x1 y1 ++ bln x2 y2 ++ bln x3 y3 ++ blv x4 y4
++ [sPS (V2 x1 (y1-10)) (-pi/2) $ PutCrit autoCrit
,sPS (V2 x2 (y2-10)) (-pi/2) $ PutCrit autoCrit
,sPS (V2 x3 (y3-10)) (-pi/2) $ PutCrit autoCrit
,sPS (V2 (w/2) 200 ) 0 putLamp
]
return $ set rmPS plmnts $ roomRectAutoLinks w 600
pistolerRoom :: RandomGen g => State g Room
pistolerRoom = do
let f2 x y = singleBlock (V2 x y)
--f3 x y = [blockLine (x-20,y) (x+20,y)
-- ,blockLine (x,y-20) (x,y+20) ]
--f4 x y = [blockLine (x-20,y-20) (x+20,y+20)
-- ,blockLine (x+20,y-20) (x-20,y+20) ]
f <- takeOne [f2]
h <- state $ randomR (400,800)
let w = h
i <- takeOne [3,4,5]
let j = fromIntegral (i+1)
-- the 20+etc here is to correct for the pathfinding grid, which matches up to
-- edges based on the size of doors (i.e. the line next to the wall is 20
-- away from it)
xs = take i [20+0.5*(w-40)/(j-1),20+1.5*(w-40)/(j-1)..]
ys = take i [20+0.5*(h-40)/(j-1),20+1.5*(h-40)/(j-1)..]
gap = 0.5 * h / j
ps <- takeN 3 $ zipWith V2 (map (+gap) xs) ys
aa <- state $ randomR (0,2*pi)
ab <- state $ randomR (0,2*pi)
ac <- state $ randomR (0,2*pi)
let plmnts = [sPS (ps !! 0) aa $ PutCrit pistolCrit
,sPS (ps !! 1) ab $ PutCrit pistolCrit
,sPS (ps !! 2) ac $ PutCrit pistolCrit
,sPS (V2 (w/2) (h-50)) 0 putLamp
,sPS (V2 (w/2) 50 ) 0 putLamp
,sPS (V2 (w-5) (h-5) ) 0 putLamp
,sPS (V2 5 (h-5) ) 0 putLamp
,sPS (V2 (w-5) 5 ) 0 putLamp
,sPS (V2 5 5 ) 0 putLamp
,sPS (V2 (w/2) (h/2) ) 0 putLamp
]
++
concat [f x y | x<-xs,y<-ys]
return
$ set rmPS plmnts $ roomRect w h (max i 2) (max i 2)
shootingRange :: RandomGen g => State g (Tree (Either Room Room))
shootingRange = do
rm1 <- shootersRoom1 >>= changeLinkTo (\(V2 _ y,_) -> y < 40)
>>= filterLinks (\(V2 _ y,r) -> y > 200 && r /= 0)
rm2 <- shootersRoom >>= changeLinkTo (\(V2 x y,_) -> y < 10 && x > 20 && x < 180)
>>= filterLinks (\(V2 _ y,r) -> y > 200 && r /= 0)
rm3 <- shootersRoom >>= changeLinkTo (\(V2 x y,_) -> y < 10 && x > 20 && x < 180)
>>= filterLinks (\(_,r) -> r == 0)
return $ treeFromPost [Left rm1
,Left $ roomPadCut (rectNSWE 20 (-20) (-80) 80) (V2 0 20)
,Left rm2
,Left $ roomPadCut (rectNSWE 20 (-20) (-80) 80) (V2 0 20)
]
(Right rm3)
spawnerRoom :: RandomGen g => State g (Tree (Either Room Room))
spawnerRoom = do
x <- state $ randomR (250,300)
y <- state $ randomR (300,400)
wl <- takeOne [sPS (V2 0 0) 0 $ PutWall (rectNSWE (y-60) 0 (x/2-10) (x/2+10))
defaultCrystalWall
,windowLine (V2 (x/2) 0) (V2 (x/2) (y-60))
]
let plmnts = [sPS (V2 (x/4) ( y/4)) (pi/2) $ PutCrit spawnerCrit
,wl
,sPS (V2 (x/2) ( y-10)) 0 putLamp
]
let f (V2 lx _,_) = lx < x/2-5
roomWithSpawner <- (fmap connectRoom . randomiseOutLinks) =<< filterLinks f (set rmPS plmnts $ roomRect x y 2 2)
aRoom <- airlock 0
return $ treeFromTrunk [Left aRoom] roomWithSpawner