Files
loop/src/Dodge/LockAndKey.hs
T

116 lines
3.7 KiB
Haskell

--{-# LANGUAGE TupleSections #-}
module Dodge.LockAndKey where
import Dodge.Cleat
import Dodge.Data
import Dodge.Tree
--import Dodge.LevelGen.Data
import Dodge.Room
import RandomHelp
import Dodge.Creature
import Dodge.Item.Craftable
import Dodge.Item.Weapon.BulletGun.Rod
import Dodge.Item
--import LensHelp
--import Dodge.Item.Equipment
bossKeyItems :: RandomGen g => [ (State g (Tree Room), State g ItemBaseType) ]
bossKeyItems = [(return . cleatOnward <$> bossRoom autoCrit, takeOne [PISTOL]) ]
lockRoomMultiItems :: RandomGen g => [ ( State g (MetaTree Room String) , State g [ItemBaseType] ) ]
lockRoomMultiItems =
[ (blinkAcrossChallenge, takeOne [[BLINKERUNSAFE,AUTODETECTOR WALLDETECTOR]
,[BLINKERUNSAFE,CLICKDETECTOR WALLDETECTOR]
]
)
]
lockRoomKeyItems :: RandomGen g => [ (Int -> State g (MetaTree Room String) , State g ItemBaseType ) ]
lockRoomKeyItems =
[(lasCenSensEdge, takeOne [LAUNCHER,LASGUN,SPARKGUN,FLATSHIELD,FORCEFIELDGUN] )
,(sensorRoomRunPast ELECTRICAL, takeOne [CRAFT STATICMODULE,SPARKGUN] )
,(sensorRoomRunPast FLAMING, takeOne [FLAMESPITTER, CRAFT INCENDIARYMODULE] )
,(sensorRoomRunPast LASERING, return LASGUN )
,(const slowDoorRoomRunPast, return $ MINIGUNX 3)
,(const longRoomRunPast, takeOne [SNIPERRIFLE,FLATSHIELD])
,(const glassLessonRunPast, takeOne [LASGUN])
,(const $ lasTunnelRunPast 400, takeOne [FLATSHIELD,FORCEFIELDGUN])
,(keyCardRoomRunPast 0, return (KEYCARD 0))
]
keyCardRunPastRand :: RandomGen g => [ (Int -> State g (MetaTree Room String) , State g ItemBaseType ) ]
keyCardRunPastRand = [(keyCardRoomRunPast 0, return (KEYCARD 0)) ]
itemRooms :: RandomGen g => [(ItemBaseType, State g (MetaTree Room String))]
itemRooms =
[ (LAUNCHER , join $ takeOne
[corridorBoss launcherCrit
, rc $ map makeTypeCraft [TUBE,TUBE,HARDWARE]
]
)
, (MINIGUNX 3 , join $ takeOne
[roomMiniIntro
, rc $ map makeTypeCraft ([MOTOR,HARDWARE] ++ replicate 6 PIPE)
] )
, (LASGUN , join $ takeOne
[rc $ map makeTypeCraft [PRISM,TRANSFORMER,PIPE]
]
)
, (SPARKGUN , join $ takeOne
[rc $ map makeTypeCraft [TRANSFORMER,CAN,CAN]
]
)
, (FLAMESPITTER , join $ takeOne
[rc $ map makeTypeCraft [LIGHTER,PUMP,CAN]
]
)
, (FLATSHIELD , join $ takeOne
[rc $ map makeTypeCraft [PLATE,PLATE]
,rc $ map makeTypeCraft [DRUM,DRUM,PLATE]
]
)
, (SNIPERRIFLE , join $ takeOne
[rc [sniperRifle]
]
)
, (FORCEFIELDGUN , join $ takeOne
[rc [forceFieldGun]
]
)
, (KEYCARD 0 , join $ takeOne
[rc [keyCard 0]
]
)
, (CRAFT INCENDIARYMODULE , join $ takeOne
[rc [incendiaryModule]
]
)
, (CRAFT STATICMODULE , join $ takeOne
[rc [makeTypeCraft STATICMODULE]
]
)
]
where
rc its = do
sc <- someCrits
roomsContaining sc its
someCrits :: RandomGen g => State g [Creature]
someCrits = do
nCrits <- state $ randomR (1,3)
fmap (take nCrits) . shuffle $ [spreadGunCrit,pistolCrit,autoCrit,armourChaseCrit]
++ replicate 20 chaseCrit
--addcrits :: RandomGen g => [Item] -> State g (Tree Room)
--addcrits its = do
-- nCrits <- state $ randomR (1,3)
-- crits <- takeN nCrits <=< shuffle $ fmap PutCrit $ [spreadGunCrit,pistolCrit,autoCrit,armourChaseCrit]
-- return $ roomsContaining crits its
corridorBoss :: RandomGen g => Creature -> State g (MetaTree Room String)
corridorBoss cr = do
endroom <- bossRoom cr
rToOnward ("corridorBoss-"++_crName cr)
$ treeFromPost (replicate 5 corridor) endroom