Files
loop/src/Dodge/Room/NoNeedWeapon.hs
T
2021-11-23 21:48:01 +00:00

39 lines
1.3 KiB
Haskell

{- | Rooms that can be successfully tackled without having any items. -}
module Dodge.Room.NoNeedWeapon
( centerVaultExplosiveExit
) where
import Dodge.Data
import Dodge.Creature
--import Dodge.Creature.Inanimate
import Dodge.LevelGen.Data
import Dodge.Room.Procedural
--import Dodge.Room.Link
import Dodge.RandomHelp
--import Dodge.LevelGen.Data
import Geometry.Data
import Control.Lens
--import Control.Monad
import Control.Monad.State
import System.Random
{- |
A room designed to be /passable/ with no weapons.
Highlights an issue: when trying to place next door rooms, if the level generation fails it will try a different link.
So if there are multiple such, we cannot assume that a given link will be chosen.
To solve this, here we delete unwanted links.
-}
centerVaultExplosiveExit
:: RandomGen g
=> State g Room
centerVaultExplosiveExit = do
cr <- takeOne [miniGunCrit, autoCrit]
let extraPS =
[sPS (V2 0 110) 0 $ PutCrit explosiveBarrel
,sPS (V2 5 115) 0 $ PutCrit explosiveBarrel
,sPS (V2 0 120) 0 $ PutCrit explosiveBarrel
,sPS (V2 0 0) 0 $ PutCrit (cr & crState . crDropsOnDeath .~ DropAll)
]
centerVaultRoom 120 120 50 <&> rmPmnts %~ (extraPS ++)
--r <- centerVaultRoom 120 120 50 <&> rmPmnts %~ (extraPS ++)
--randomiseLinksBy shuffleTail r <&> rmOutLinks %~ take 2