670 lines
28 KiB
Haskell
670 lines
28 KiB
Haskell
{-
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Specification of individual rooms.
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-}
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module Dodge.Room
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( module Dodge.Room
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, module Dodge.Room.Corridor
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) where
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import Dodge.Data
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import Dodge.Item.Weapon
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import Dodge.Creature
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import Dodge.Creature.Inanimate
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import Dodge.LevelGen
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import Dodge.LevelGen.Data
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import Dodge.Base
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import Dodge.RandomHelp
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import Dodge.Default
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import Dodge.Path
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import Dodge.Layout
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import Dodge.Layout.Tree.Polymorphic
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import Dodge.Layout.Tree.Either
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import Dodge.LightSources
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import Dodge.SoundLogic
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import Dodge.Room.Data
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import Dodge.Room.Placement
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import Dodge.Room.Procedural
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import Dodge.Room.Corridor
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import Dodge.Room.Link
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import Geometry
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import Picture
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import qualified SDL.Mixer as Mix
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import Control.Lens
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import Control.Monad.State
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import Control.Monad.Loops
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import System.Random
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import Data.List
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import Data.Maybe
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import Data.Tree
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import Data.Either
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import Data.Function
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import Data.Graph.Inductive.Graph hiding ((&))
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import Data.Graph.Inductive.Basic
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import Data.Graph.Inductive.PatriciaTree
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import Data.Graph.Inductive.NodeMap
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import qualified Data.Map as M
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import qualified Data.IntMap.Strict as IM
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airlockOneWay :: Int -> Room
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airlockOneWay n = Room
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{ _rmPolys = [rectNSWE 90 0 0 40]
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, _rmLinks = lnks
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, _rmPath = []
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, _rmPS = [PS (0,15) 0 $ PutTriggerDoor col (not . cond) (0,0) (0,40)
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,PS (0,75) 0 $ PutTriggerDoor col (cond) (0,0) (0,40)
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,PS (35,45) (pi/2) $ PutButton $ makeButton col (over worldState
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(M.insert (DoorNumOpen n) True))
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]
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--, _rmBound = rectNSWE 90 30 (-30) 30
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, _rmBound = rectNSWE 75 15 0 40
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}
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where lnks = [((0,85),0)
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,((0, 5),pi)
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]
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cond w = or $ M.lookup (DoorNumOpen n) (_worldState w)
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col = dim $ dim $ bright red
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airlock :: Int -> Room
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airlock n = Room
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{ _rmPolys =
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[ rectNSWE 100 0 0 40
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, rectNSWE 65 35 (-40) 20
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]
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, _rmLinks = lnks
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, _rmPath = [((20,85),(20,45))
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,((20,45),(20, 5))
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]
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, _rmPS =
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[PS (0,20) 0 $ PutTriggerDoor col (not . cond) (1,0) (39,0)
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,PS (0,80) 0 $ PutTriggerDoor col (cond) (1,0) (39,0)
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,PS (35,50) (pi/2) $ PutButton $ makeSwitch col
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(over worldState (M.insert (DoorNumOpen n) True))
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(over worldState (M.insert (DoorNumOpen n) False))
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,PS (-25, 50) 0 putLamp
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]
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, _rmBound = rectNSWE 75 15 0 40
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}
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where lnks = [((20,85),0)
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,((20, 5),pi)
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]
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cond w = or $ M.lookup (DoorNumOpen n) (_worldState w)
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col = dim $ dim $ bright red
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roomC :: Float -> Float -> Room
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roomC x y = Room
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{ _rmPolys = [rectNSWE y 0 0 x]
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, _rmLinks = lnks
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, _rmPath = []
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, _rmPS = [windowLine (x/2,0) (x/2,y-60)
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]
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, _rmBound = rectNSWE (y+5) (-5) (-5) (x+5)
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}
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where
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lnks =
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[( (x-20, 0),pi)
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,( ( 20, 0),pi)
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,( ( 0, 20),pi/2)
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]
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roomPadCut :: [Point2] -> Point2 -> Room
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roomPadCut ps p = Room
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{ _rmPolys = [ps]
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, _rmLinks = [(p,0),((0,0),pi)]
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, _rmPath = [((0,0),p)]
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, _rmPS = []
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, _rmBound = []
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}
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door :: Room
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door = Room
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{ _rmPolys = [rectNSWE 40 0 0 40]
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, _rmLinks = lnks
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, _rmPath = [((20,35),(20,5))]
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-- door extends into side walls (for shadows as rendered 12/03)
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, _rmPS = [PS (0,20) 0 $ PutAutoDoor (0,0) (40,0)]
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, _rmBound = []
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}
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where lnks = [((20,35),0)
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,((20, 5),pi)
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]
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roomPillars :: Room
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roomPillars = over rmLinks init $ set rmPS plmnts $ roomRect' 240 240 2 2
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where
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plmnts = PS (120,120) 0 putLamp
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: PS (10,10) 0 putLamp
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: PS (230,230) 0 putLamp
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: g 180 150 90 60
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f a x b y = putBlockRect a x b y
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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
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putBlockRect a x b y = [ blockLine (a,b) (a,y)
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, blockLine (a,y) (x,y)
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, blockLine (x,y) (x,b)
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, blockLine (x,b) (a,b)
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]
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putBlockV a x b y = [ blockLine (a,b) (a,y)
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, blockLine (x,b) (a,b)
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]
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putBlockC a x b y = [ blockLine (a,b) (a,y)
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, blockLine (x,b) (a,b)
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, blockLine (a,y) (x,y)
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]
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putBlockN a x b y = [ blockLine (a,b) (a,y)
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, blockLine (x,b) (a,b)
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, blockLine (x,y) (x,b)
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]
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branchWith :: Room -> [Tree Room] -> Tree (Either Room Room)
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branchWith r ts = Node (Left r) $ [return $ Right door] ++ fmap (fmap Left) ts
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glassSwitchBack :: RandomGen g => State g Room
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glassSwitchBack = do
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wth <- state $ randomR (200,400)
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hgt <- state $ randomR (400,600)
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wllen <- state $ randomR (60,wth/2-40)
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let hf = hgt/5
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let plmnts = [windowLine (wth-60, hf) (wllen,hf)
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,windowLine (wth-wllen,2*hf) (60, 2*hf)
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,windowLine (wth-60, 3*hf) (wllen,3*hf)
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,windowLine (wth-wllen,4*hf) (60, 4*hf)
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,blockLine ( 0, 1*hf) (wllen,1*hf)
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,blockLine (wth-wllen, 2*hf) ( wth,2*hf)
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,blockLine ( 0, 3*hf) (wllen,3*hf)
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,blockLine (wth-wllen, 4*hf) ( wth,4*hf)
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, PS (wth/2,hgt/2) 0 $ putLamp
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]
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return $ set rmPS plmnts $ roomRect' wth hgt 2 6
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manyDoors :: Int -> Tree (Either Room Room)
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manyDoors i = treePost (replicate i (Left door)) $ Right door
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glassLesson :: RandomGen g => State g (Tree (Either Room Room))
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glassLesson = do
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corridors <- sequence $ replicate 3 $ fmap Left $ randomiseOutLinks corridor
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return $ Node (Left $ botRoom) [deadRoom door,uppers, treePost (Left door : corridors) $ Right door]
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where uppers = Node (Left door) [deadRoom topRoom]
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botRoom = set rmPS botplmnts
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$ roomRect' 200 200 1 1
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topRoom = set rmPS topplmnts
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$ roomRect' 200 200 1 1
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botplmnts = [PS (0,0) 0 $ PutWindow (rectNSWE (200) 0 (90) (110))
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$ withAlpha 0.5 aquamarine
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,PS (50,100) 0 $ PutCrit miniGunCrit
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,PS (50,50) 0 putLamp
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]
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topplmnts = [windowLine (100,200) (100,0)
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,PS (50,100) 0 $ PutCrit miniGunCrit
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,PS (50,50) 0 putLamp
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]
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miniRoom1 :: RandomGen g => State g Room
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miniRoom1 = do
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wth <- state $ randomR (200,400)
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hgt <- state $ randomR (400,600)
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wllen <- state $ randomR (60,wth/2-40)
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let hf = hgt/5
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cry <- randomRanges [--50+2*hf,30+3*hf
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50+3*hf,30+4*hf
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,50+4*hf,30+5*hf
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]
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crx <- state $ randomR (wllen,wth-(wllen+40))
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let plmnts = [windowLine (wth-60, 40+hf) (wllen,40+hf)
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,windowLine (wth-wllen,40+2*hf) (60,40+2*hf)
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,windowLine (wth-60, 40+3*hf) (wllen,40+3*hf)
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,windowLine (wth-wllen,40+4*hf) (60,40+4*hf)
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,PS (crx,cry) 0 $ PutCrit miniGunCrit
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,PS (wth-20,hgt/2+40) 0 $ randC
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,PS (wth/2,hgt/2) 0 putLamp
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,blockLine ( 0, 40+1*hf) (wllen,40+1*hf)
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,blockLine (wth-wllen, 40+2*hf) ( wth,40+2*hf)
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,blockLine ( 0, 40+3*hf) (wllen,40+3*hf)
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,blockLine (wth-wllen, 40+4*hf) ( wth,40+4*hf)
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]
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return $ set rmPS plmnts $ shiftRoomBy ((0,40),0) $ roomRect' wth hgt 2 4
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miniTree2 :: RandomGen g => State g (Tree (Either Room Room))
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miniTree2 = miniRoom1 >>= randomiseOutLinks >>= changeLinkTo (\p -> (snd . fst) p < 70)
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>>= return . flip branchWith (replicate 3 $ treePost [door,corridor]
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critInDeadEnd )
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miniRoom3 :: RandomGen g => State g (Tree (Either Room Room))
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miniRoom3 = do
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w <- state $ randomR (300,400)
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h <- state $ randomR (300,400)
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let cp = (0,h/2+40)
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let b = PutBlock [5,20,20] (greyN 0.5) [(-10,-60)
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,( 10,-60)
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,( 10,-80)
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,(-10,-80)
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]
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let plmnts = [PS cp 0 $ PutCrit miniGunCrit
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,PS cp 0 $ windowLineType (0,-40) (0,-80)
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,PS cp (1*pi/4) $ windowLineType (0,-40) (0,-80)
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,PS cp (2*pi/4) $ windowLineType (0,-40) (0,-80)
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,PS cp (3*pi/4) $ windowLineType (0,-40) (0,-80)
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,PS cp (4*pi/4) $ windowLineType (0,-40) (0,-80)
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,PS cp (5*pi/4) $ windowLineType (0,-40) (0,-80)
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,PS cp (6*pi/4) $ windowLineType (0,-40) (0,-80)
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,PS cp (7*pi/4) $ windowLineType (0,-40) (0,-80)
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,PS cp (pi/8) b
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,PS cp (pi/8+1*pi/4) b
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,PS cp (pi/8+2*pi/4) b
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,PS cp (pi/8+3*pi/4) b
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,PS cp (pi/8+4*pi/4) b
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,PS cp (pi/8+5*pi/4) b
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,PS cp (pi/8+6*pi/4) b
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,PS cp (pi/8+7*pi/4) b
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,PS (w/2,h/2) 0 putLamp
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]
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fmap connectRoom $ randomiseOutLinks $ set rmPS plmnts $ roomRectAutoLinks w h
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rot90Around :: Point2 -> Point2 -> Point2
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rot90Around cen p = cen +.+ vNormal (p -.- cen)
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-- So, the idea is to attach outer children to the bottommost right nodes
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-- inside an inner tree
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roomMiniIntro :: RandomGen g => State g (Tree (Either Room Room))
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roomMiniIntro = fmap (g . expandTreeBy f) $ sequence $ treePost
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[return $ connectRoom door
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,join $ takeOne [miniTree2,glassLesson]
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-- ,join $ takeOne [miniRoom1]
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]
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$ fmap connectRoom $ randomiseOutLinks corridor
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where f (Node (Right x) xs) = Node (Right (Right x)) $ map f xs
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f (Node (Left x) xs) = Node (Left (Left x)) $ map f xs
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g (Node (Right x) []) = Node (Right x) []
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g (Node (Right x) xs) = Node (Left x) $ map g xs
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g (Node y ys) = Node y $ map g ys
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roomCenterPillar :: RandomGen g => State g Room
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roomCenterPillar = changeLinkTo ((\p -> dist p (120,0) < 10) . fst)
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$ set rmPS plmnts $ roomRect' 240 240 2 2
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where plmnts = [ blockLine (115,115) (115,125)
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, blockLine (125,115) (125,125)
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, PS (40,120) 0 putLamp
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, PS (200,120) 0 putLamp
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]
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roomOctogon :: Room
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roomOctogon = Room
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{ _rmPolys = [[(-20,40),(20,40),(50,70),(50,110),(20,140),(-20,140),(-50,110),(-50,70)]
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]
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, _rmLinks = lnks
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, _rmPath = allPairs $ map fst lnks
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, _rmPS = []
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, _rmBound = [(-20,30),(20,30),(60,70),(60,110),(20,150),(-20,150),(-60,110),(-60,70)]
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}
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where lnks = [((0,140),0)
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,((35,125),0-pi/4)
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,((-35,125),pi/4)
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,( (50,90),0-pi/2)
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,( (-50,90),pi/2)
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,((35,55),0-3*pi/4)
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,((-35,55),3*pi/4)
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,( (0,40),pi)
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]
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allPairs :: Eq a => [a] -> [(a,a)]
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allPairs xs = [(x,y) | x <- xs, y <- xs, x /= y]
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randomCorridorFrom :: RandomGen g => [a] -> State g (Tree (Either a a))
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randomCorridorFrom xs = do
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rooms <- sequence $ replicate 5 $ takeOne xs
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return $ treeTrunk (map Left $ init rooms) (Node (Right (last rooms)) [])
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randFirstWeapon :: State StdGen PSType
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randFirstWeapon = do
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r <- state $ randomR (-pi,pi)
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takeOne $ map PutFlIt
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[ defaultFlIt {_flItRot=r,_flIt = pistol}
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, defaultFlIt {_flItRot=r,_flIt = ltAutoGun}
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-- , defaultFlIt {_flItRot=r,_flIt = autoGun}
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, defaultFlIt {_flItRot=r,_flIt = spreadGun}
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, defaultFlIt {_flItRot=r,_flIt = multGun}
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, defaultFlIt {_flItRot=r,_flIt = launcher}
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-- , defaultFlIt {_flItRot=r,_flIt = lasGun}
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-- , defaultFlIt {_flItRot=r,_flIt = flamer}
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]
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--randC1 :: State StdGen PSType
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randC1 = RandPS $ takeOne $ map PutCrit $ (armourChaseCrit : replicate 50 chaseCrit)
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randC = randC1
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-- randSwarmCrit = RandPS $ takeOne $ map PutCrit $ (armouredSwarmCrit : replicate 100 swarmCrit)
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weaponEmptyRoom :: RandomGen g => State g (Tree (Either Room Room))
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weaponEmptyRoom = do
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w <- state $ randomR (220,300)
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h <- state $ randomR (220,300)
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let plmnts = [PS (w/2,h-40) 0 $ RandPS randFirstWeapon
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,PS (20,20) (pi/2) $ randC1
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,PS (w-20,20) (pi/2) $ randC1
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,PS (w/2,h/2) 0 $ putLamp
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]
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(fmap connectRoom . randomiseOutLinks) =<< (changeLinkTo ((\p -> dist p (w/2,0) < 10) . fst)
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$ set rmPS plmnts $ roomRect' w h 2 2)
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weaponUnderCrits :: RandomGen g => State g (Tree (Either Room Room))
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weaponUnderCrits = do
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let plmnts = [PS (20,0) 0 $ RandPS randFirstWeapon
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,PS (20,0) (0-pi/2) $ randC1
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,PS (20,20) (0-pi/2) $ randC1
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]
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let continuationRoom = treeTrunk [Left corridorN,Left corridorN]
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(connectRoom (set rmPS plmnts $ corridorN))
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rcp' <- roomCenterPillar
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let rcp = over rmPS ( PS (120,80) 0 putLamp : ) rcp'
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deadEndRoom <- takeOne [roomPillars,rcp]
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junctionRoom <- takeOne [Left tEast,Left tWest]
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return $ treeTrunk [Left corridorN,Left corridorN]
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$ Node junctionRoom
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[continuationRoom
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,deadRoom deadEndRoom
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]
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weaponBehindPillar :: RandomGen g => State g (Tree (Either Room Room))
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weaponBehindPillar = do
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crPos <- takeOne $ [(x,y) | x <- [20,220], y <- [20,220]] ++ [(120,160),(120,200)]
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let d p = argV $ (120,80) -.- p
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let plmnts1 = [PS (120,160) 0 $ RandPS randFirstWeapon
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,PS crPos (d crPos) $ randC1
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]
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rcp <- roomCenterPillar
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return $ treeTrunk [Left door
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,Left $ over rmLinks tail $ over rmPS (++ plmnts1) rcp]
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(connectRoom $ set rmPS [PS (20,60) (0-pi/2) $ randC1]
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$ corridorN)
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weaponBetweenPillars :: RandomGen g => State g (Tree (Either Room Room))
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weaponBetweenPillars = do
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wpPos <- takeOne [(x,y) | x <- [20,120,220], y <- [20,120,220]]
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(ps,_) <- takeNMore 2 ([], [(x,y) | x <- [20,220], y <- [20,120,220]])
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let crPos1 = ps !! 0
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let crPos2 = ps !! 1
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let d p = argV $ (120,120) -.- p
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let plmnts = [PS wpPos 0 $ RandPS randFirstWeapon
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,PS crPos1 (d crPos1) $ randC1
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,PS crPos2 (d crPos2) $ randC1
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]
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(fmap connectRoom . randomiseOutLinks) =<< (filterLinks f $ over rmPS (++plmnts) $ roomPillars)
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where f (_,a) = a == 0
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blockedCorridor :: RandomGen g => State g (Tree (Either Room Room))
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blockedCorridor = do
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r <- state $ randomR (0,pi)
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n <- state $ randomR (0,3)
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let plmnts = [PS (20,40) r $ PutBlock [5,5,5] (150/256, 75/256, 0, 250/256)
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$ reverse $ rectNSWE 10 (-10) (-10) 10
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,PS (20,15) 0 $ putLamp
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]
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sequence $ treePost (replicate n $ fmap Left $ randomiseOutLinks corridor)
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$ fmap Right $ return $ set rmPS plmnts corridor
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weaponLongCorridor :: RandomGen g => State g (Tree (Either Room Room))
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weaponLongCorridor = do
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root <- takeOne $ [tEast, tWest]
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connectingRoom <- takeOne
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[tEast & rmPS .~ [PS (-40,60) 0 $ putLamp]
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,tWest & rmPS .~ [PS ( 40,60) 0 $ putLamp]
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]
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i1 <- state $ randomR (2,5)
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i2 <- state $ randomR (2,5)
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let branch1 = treeTrunk (replicate i1 $ Left corridorN) (connectRoom $ putCrs connectingRoom)
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let branch2 = treeTrunk (replicate i2 $ Left corridorN) (deadRoom $ putWp corridor)
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return $ Node (Left root) [branch1,branch2]
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where putCrs = over rmPS (++ [PS (10,40) (-pi/2) $ randC
|
|
,PS (-10,40) (-pi/2) $ randC
|
|
])
|
|
putWp = set rmPS [PS (20,40) 0 $ RandPS randFirstWeapon
|
|
,PS (20,60) 0 $ putLamp
|
|
]
|
|
|
|
critInDeadEnd :: Room
|
|
critInDeadEnd = set rmPS [PS (0,0) 0 $ randC] deadEndRoom
|
|
|
|
deadEndRoom :: Room
|
|
deadEndRoom = Room
|
|
{ _rmPolys = [rectNSWE 40 (-20) (-20) 20
|
|
]
|
|
, _rmLinks = lnks
|
|
, _rmPath = []
|
|
, _rmPS = [PS (0,-10) 0 putLamp]
|
|
, _rmBound = rectNSWE 20 (-20) (-30) 30
|
|
}
|
|
where lnks = [((0,30) ,0)
|
|
]
|
|
|
|
{-
|
|
A random Either tree with a weapon and melee monster challenge.
|
|
-}
|
|
weaponRoom :: RandomGen g => State g (Tree (Either Room Room))
|
|
weaponRoom = do
|
|
x <- takeOne [ weaponEmptyRoom
|
|
, weaponUnderCrits
|
|
, weaponBehindPillar
|
|
, weaponBetweenPillars
|
|
, weaponLongCorridor
|
|
]
|
|
x
|
|
|
|
roomCCrits :: RandomGen g => State g (Tree (Either Room Room))
|
|
roomCCrits = do
|
|
ps <- sequence $ replicate 20 $ randInCirc 9
|
|
let plmnts = map (\p -> PS p 0 $ randC)
|
|
$ zipWith (+.+) [(x,y) | x<-[110,130,150,170,190], y<- [70,90,110,130,150]] ps
|
|
lamps = [PS (50,100) 0 putLamp , PS (175,100) 0 putLamp]
|
|
return $ connectRoom $ over rmPS ((lamps ++) . (plmnts ++)) $ roomC 200 200
|
|
|
|
branchRectWith :: RandomGen g => State g (Tree (Either Room Room)) -> State g (Tree (Either Room Room))
|
|
branchRectWith t = do
|
|
x <- state $ randomR (100,200)
|
|
y <- state $ randomR (100,200)
|
|
b <- t
|
|
root <- randomiseOutLinks $ roomRectAutoLinks x y
|
|
return $ Node (Left root) [Node (Right door) [], fmap rToL $ treeTrunk [Left door] b]
|
|
where rToL :: Either a a -> Either a a
|
|
rToL (Right r) = Left r
|
|
rToL (Left r) = Left r
|
|
|
|
slowDoorRoom :: RandomGen g => State g (Tree (Either Room Room))
|
|
slowDoorRoom = do
|
|
x <- state $ randomR (400,800)
|
|
y <- state $ randomR (400,800)
|
|
h <- state $ randomR (200,min (y-100) 500)
|
|
(butPos,butRot) <- takeOne [( (x/2-50,5),0)
|
|
,( (x/2+50,5),0)
|
|
]
|
|
let n = 25
|
|
xs <- sequence $ replicate n $ state $ randomR (10,x-10)
|
|
ys <- sequence $ replicate n $ state $ randomR (h+20,y)
|
|
rs <- sequence $ replicate n $ state $ randomR (0,2*pi)
|
|
let ps = zip xs ys
|
|
xs' <- sequence $ replicate 5 $ state $ randomR (10,x-10)
|
|
ys' <- sequence $ replicate 5 $ state $ randomR (h+20,y)
|
|
let crits = zipWith (\p r -> PS p r randC1) ps rs
|
|
lsources = [PS (x/2,30) 0 putLamp, PS (x/2,y-30) 0 putLamp]
|
|
let barrels = zipWith (\x y -> PS (x,y) 0 $ PutCrit explosiveBarrel) xs' ys'
|
|
let pillarsa = []
|
|
let pillarsb = putBlockRect (x/5-20) (x/5+20) (h/2-20) (h/2+20)
|
|
++ putBlockRect (2*x/5-20) (2*x/5+20) (h/2-20) (h/2+20)
|
|
++ putBlockRect (3*x/5-20) (3*x/5+20) (h/2-20) (h/2+20)
|
|
++ putBlockRect (4*x/5-20) (4*x/5+20) (h/2-20) (h/2+20)
|
|
let pillarsc = putBlockRect (x/3-20) (x/3+20) (h/2-20) (h/2+20)
|
|
++ putBlockRect (2*x/3-20) (2*x/3+20) (h/2-20) (h/2+20)
|
|
pillars <- takeOne [pillarsa, pillarsb, pillarsc]
|
|
let cond x = (snd . fst) x > h + 40
|
|
let cond2 x = (snd . fst) x < h - 40
|
|
but <- takeOne [PutBtDoor (dim $ light red) butPos butRot (0,h) (x,h)
|
|
-- ,PutSwitchDoor (dim $ light red) butPos butRot (0,h) (x,h)
|
|
]
|
|
fmap connectRoom (filterLinks cond =<< (changeLinkTo cond2
|
|
$ set rmPS ([PS (0,0) 0 but] ++ crits ++ pillars ++ barrels ++ lsources)
|
|
$ roomRectAutoLinks x y
|
|
))
|
|
longRoom :: RandomGen g => State g Room
|
|
longRoom = do
|
|
h <- state $ randomR (1500,1500)
|
|
let w = 75
|
|
let cond x = (snd . fst) x < h - 40
|
|
let ws = map (\ps -> PS (0,0) 0 $ PutWindow ps $ withAlpha 0.5 aquamarine)
|
|
[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 -> PS (0,0) 0 $ PutWindow ps $ withAlpha 0.5 aquamarine)
|
|
[rectNSWE (95) (70) 0 25
|
|
,rectNSWE (95) (70) 50 75
|
|
]
|
|
brls <- fmap (map (\p -> PS (p +.+ (10,200)) 0 $ PutCrit explosiveBarrel) )
|
|
$ sequence $ replicate 5 $ randInRect (w-20) 900
|
|
let rm = roomRect' w (h+70) 1 1 & rmPolys %~ ( (++)
|
|
[rectNSWE h (h-165) (-45) (w+45)
|
|
]
|
|
)
|
|
changeLinkTo cond $ set rmPS (ws ++ brls ++ wsDefense ++
|
|
[PS ( 12.5,h-25) 0 $ PutCrit longCrit
|
|
,PS ( 37.5,h-25) 0 $ PutCrit longCrit
|
|
,PS ( 62.5,h-25) 0 $ PutCrit longCrit
|
|
,PS ( 25, 20) 0 $ putLamp
|
|
,PS ( 25, h-10) 0 $ putLamp
|
|
]
|
|
)
|
|
$ rm
|
|
|
|
|
|
shooterRoom :: RandomGen g => State g Room
|
|
shooterRoom = do
|
|
h <- state $ randomR (200,300)
|
|
let cond x = (snd . fst) x < h - 40
|
|
changeLinkTo cond $ set rmPS ( [blockLine (50,50) (50,h)
|
|
,PS ( 25,h-25) 0 $ PutCrit $ addArmour autoCrit
|
|
,PS ( 75,h-30) 0 $ PutCrit explosiveBarrel
|
|
,PS ( 75,h-60) 0 $ PutCrit explosiveBarrel
|
|
,PS ( 85,h-10) 0 $ PutCrit explosiveBarrel
|
|
,PS ( 85,h-45) 0 $ PutCrit explosiveBarrel
|
|
,PS ( 75,h-80) 0 putLamp
|
|
]
|
|
)
|
|
$ roomRect' 100 h 1 1
|
|
|
|
|
|
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 [(x1,y1-10),(x2,y2-10),(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
|
|
++ [PS p (-pi/2) $ PutCrit autoCrit
|
|
,PS (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
|
|
++ [PS (x1,y1-10) (-pi/2) $ PutCrit autoCrit
|
|
,PS (x2,y2-10) (-pi/2) $ PutCrit autoCrit
|
|
,PS (x3,y3-10) (-pi/2) $ PutCrit autoCrit
|
|
,PS (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 (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 [4,6,8]
|
|
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 $ zip (map (+gap) xs) ys
|
|
aa <- state $ randomR (0,2*pi)
|
|
ab <- state $ randomR (0,2*pi)
|
|
ac <- state $ randomR (0,2*pi)
|
|
let plmnts = [PS (ps !! 0) aa $ PutCrit pistolCrit
|
|
,PS (ps !! 1) ab $ PutCrit pistolCrit
|
|
,PS (ps !! 2) ac $ PutCrit pistolCrit
|
|
-- ,PS (w-5,h/2) 0 $ putLamp
|
|
-- ,PS (5,h/2) 0 $ putLamp
|
|
-- ,PS (w/2,h-5) 0 $ putLamp
|
|
-- ,PS (w/2,5) 0 $ putLamp
|
|
-- ,PS (w-50,h/2) 0 $ putLamp
|
|
-- ,PS (50,h/2) 0 $ putLamp
|
|
,PS (w/2,h-50) 0 $ putLamp
|
|
,PS (w/2,50) 0 $ putLamp
|
|
,PS (w-5,h-5) 0 $ putLamp
|
|
,PS (5,h-5) 0 $ putLamp
|
|
,PS (w-5,5) 0 $ putLamp
|
|
,PS (5,5) 0 $ putLamp
|
|
,PS (w/2,h/2) 0 $ putLamp
|
|
]
|
|
++
|
|
-- f (w*0.25) (h*0.5)
|
|
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 (\((_,y),_) -> y < 40)
|
|
>>= filterLinks (\((_,y),r) -> y > 200 && r /= 0)
|
|
rm2 <- shootersRoom >>= changeLinkTo (\((x,y),_) -> y < 10 && x > 20 && x < 180)
|
|
>>= filterLinks (\((_,y),r) -> y > 200 && r /= 0)
|
|
rm3 <- shootersRoom >>= changeLinkTo (\((x,y),_) -> y < 10 && x > 20 && x < 180)
|
|
>>= filterLinks (\(_,r) -> r == 0)
|
|
return $ treePost [Left rm1
|
|
,Left $ roomPadCut (rectNSWE 20 (-20) (-80) 80) (0,20)
|
|
,Left rm2
|
|
,Left $ roomPadCut (rectNSWE 20 (-20) (-80) 80) (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 [PS (0,0) 0 $ PutWindow (rectNSWE (y-60) 0 (x/2-10) (x/2+10))
|
|
$ withAlpha 0.5 aquamarine
|
|
,windowLine (x/2,0) (x/2,y-60)
|
|
]
|
|
let plmnts = [PS (x/4, y/4) (pi/2) $ PutCrit spawnerCrit
|
|
,wl
|
|
,PS (x/2, y-10) 0 putLamp
|
|
]
|
|
let f ((lx,_),_) = lx < x/2-5
|
|
roomWithSpawner <- (fmap connectRoom . randomiseOutLinks) =<< (filterLinks f $ set rmPS plmnts $ roomRect' x y 2 2)
|
|
return $ treeTrunk [Left (airlock 0)] roomWithSpawner
|