82 lines
2.5 KiB
Haskell
82 lines
2.5 KiB
Haskell
module Dodge.LockAndKey where
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import Dodge.Data
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import Dodge.Tree
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import Dodge.LevelGen.Data
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import Dodge.Room
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import Dodge.RandomHelp
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import Dodge.Creature
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import Dodge.Item.Craftable
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import Dodge.Item.Weapon.BulletGun.Rod
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--import Dodge.Item.Equipment
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import System.Random
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import Control.Monad.State
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lockRoomKeyItems :: RandomGen g => [ (Int -> State g (SubCompTree Room) , State g CombineType ) ]
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lockRoomKeyItems =
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--[(lasCenSensEdge, takeOne [LAUNCHER,LASGUN,SPARKGUN,FLATSHIELD] )
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--,(sensorRoomRunPast Electrical, return SPARKGUN )
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[(sensorRoomRunPast Flaming, return FLAMESTICK )
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-- ,(sensorRoomRunPast Lasering, return LASGUN )
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-- ,(const slowDoorRoomRunPast, return MINIGUN)
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-- ,(const longRoomRunPast, takeOne [SNIPERRIFLE,FLATSHIELD])
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-- ,(const glassLessonRunPast, takeOne [LASGUN])
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-- ,(const $ lasTunnelRunPast 400, return FLATSHIELD)
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]
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itemRooms :: RandomGen g => [(CombineType, State g (SubCompTree Room))]
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itemRooms =
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[ (LAUNCHER , join $ takeOne
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[corridorBoss launcherCrit
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, rc $ map makeTypeCraft [TUBE,TUBE,HARDWARE]
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]
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)
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, (MINIGUN , join $ takeOne [roomMiniIntro, minigunFakeout] )
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, (LASGUN , join $ takeOne
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[rc $ map makeTypeCraft [PRISM,TRANSFORMER,PIPE]
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]
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)
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, (SPARKGUN , join $ takeOne
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[rc $ map makeTypeCraft [TRANSFORMER,CAN,CAN]
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]
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)
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, (FLAMESTICK , join $ takeOne
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[rc $ map makeTypeCraft [LIGHTER,PUMP,CAN]
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]
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)
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, (FLATSHIELD , join $ takeOne
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[rc $ map makeTypeCraft [PLATE,PLATE]
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,rc $ map makeTypeCraft [DRUM,DRUM,PLATE]
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]
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)
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, (SNIPERRIFLE , join $ takeOne
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[rc [sniperRifle]
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]
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)
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]
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where
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rc its = do
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sc <- someCrits
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roomsContaining sc its
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someCrits :: RandomGen g => State g [Creature]
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someCrits = do
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nCrits <- state $ randomR (1,3)
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fmap (take nCrits) . shuffle $ [spreadGunCrit,pistolCrit,autoCrit,armourChaseCrit]
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++ replicate 20 chaseCrit
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--addcrits :: RandomGen g => [Item] -> State g (SubCompTree Room)
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--addcrits its = do
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-- nCrits <- state $ randomR (1,3)
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-- crits <- takeN nCrits <=< shuffle $ fmap PutCrit $ [spreadGunCrit,pistolCrit,autoCrit,armourChaseCrit]
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-- return $ roomsContaining crits its
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corridorBoss :: RandomGen g => Creature -> State g (SubCompTree Room)
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corridorBoss cr = do
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endroom <- bossRoom cr
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return $ treeFromPost (replicate 5 $ PassDown corridor)
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(PassDown endroom)
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