build also elevator doors
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1 changed files with 2 additions and 2 deletions
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@ -256,7 +256,7 @@ loadMapFork ud ad future progress = do
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( p + increment
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, "Registering doors into WorldState"
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)))
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let doors = Prelude.filter ((RoomExit ==) . pointType) rps
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let doors = Prelude.filter ((\t -> t == RoomExit || t == Elevator) . pointType) rps
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mapM_ (\door -> do
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let rooms = Prelude.foldl
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(\acc coord ->
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@ -292,7 +292,7 @@ loadMapFork ud ad future progress = do
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| otherwise = error ("strange wall: " ++ show wall)
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void $ createEntity $ newEntity
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{ pos = Just (fmap ((+ 0.5) . fromIntegral) coord)
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, clearanceLvl = Just (maximum $ Prelude.map clearance (Prelude.map snd rooms))
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, clearanceLvl = Just (maximum $ 0 : Prelude.map clearance (Prelude.map snd rooms))
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, anim = Just $ AnimState (AnimId AnimDoor0 "shut" orientation) 0 0
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}
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) doors
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