482 lines
16 KiB
Haskell
482 lines
16 KiB
Haskell
module Floorplan where
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import Data.Matrix (Matrix(..))
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import qualified Data.Matrix as M
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import qualified Data.Text as T
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import Data.Maybe
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import Control.Monad (foldM)
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import Control.Concurrent.MVar
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import System.Random
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import Types.Map
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buildHallFloorIO
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:: FloorConfig
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-> MVar (Float, T.Text)
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-> Float
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-> IO (Matrix TileState, [Graph])
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buildHallFloorIO fc progress increment = do
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rand <- newStdGen
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modifyMVar_ progress (return . (\(p, _) ->
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( p + increment
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, "New RNG"
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)))
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let empty = emptyFloor fc
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modifyMVar_ progress (return . (\(p, _) ->
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( p + increment
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, "Built empty floor"
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)))
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let (g1, withElv) = buildElevator fc (placeHalls rand fc empty)
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modifyMVar_ progress (return . (\(p, _) ->
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( p + increment
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, "Placed Elevator"
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)))
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let (g2, withIW) = buildInnerWalls g1 withElv
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modifyMVar_ progress (return . (\(p, _) ->
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( p + increment
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, "Built inner walls"
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)))
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let withOW = buildOuterWalls withIW
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modifyMVar_ progress (return . (\(p, _) ->
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( p + increment
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, "built outer walls"
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)))
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let closed = closeOffices withOW
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modifyMVar_ progress (return . (\(p, _) ->
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( p + increment
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, "Closed offices"
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)))
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let doorgraph = buildDoorsGraph closed
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modifyMVar_ progress (return . (\(p, _) ->
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( p + increment
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, "Doorgraph"
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)))
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doors <- buildDoors closed doorgraph
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modifyMVar_ progress (return . (\(p, _) ->
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( p + increment
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, "Build doors"
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)))
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let (_, facils) = buildFacilities g2 fc doors
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modifyMVar_ progress (return . (\(p, _) ->
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( p + increment
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, "Build facilities"
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)))
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return (facils, doorgraph)
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emptyFloor :: FloorConfig -> Matrix TileState
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emptyFloor fc =
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let (rows, cols) = fcSize fc
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in M.matrix rows cols (const Unde)
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buildElevator
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:: FloorConfig
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-> (StdGen, Matrix TileState)
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-> (StdGen, Matrix TileState)
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buildElevator fc (gen, empty) =
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let (row, col) = fcElevator fc
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boxCoord x = (,) <$> [row - x .. row + x] <*> [col - x .. col + x]
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buildShaft = foldl
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(\acc coord -> M.setElem (replaceTile (acc M.! coord) Hall) coord acc)
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(foldl (flip $ M.setElem Wall) empty (boxCoord 2))
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(boxCoord 5)
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elvDoor = M.setElem Door (row + 2, col) buildShaft
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in (gen, foldl ( flip $ M.setElem Elev) elvDoor (boxCoord 1))
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placeHalls
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:: StdGen
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-> FloorConfig
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-> Matrix TileState
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-> (StdGen, Matrix TileState)
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placeHalls rng fc input =
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doHalls rng
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[Boundaries (1,1) (nrows input, ncols input)]
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(fcElevator fc) 5 input
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where
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doHalls
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:: StdGen
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-> [Boundaries Int]
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-> (Int , Int)
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-> Int
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-> Matrix TileState
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-> (StdGen, Matrix TileState)
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doHalls rand bs cross wmax mat =
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foldl (\(agen, amat) b ->
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let (row, g1) = randomR
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(fst (matmin b) + 10, fst (matmax b) - 10) agen
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(col, g2) = randomR
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(snd (matmin b) + 10, snd (matmax b) - 10) g1
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-- (nw, g3) = randomR (2, wmax) g2
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(nbs, nmat) = buildHall cross 3 b amat
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in
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-- if hallRatio nmat < 0.33 && wmax - 1 >= 2
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if wmax - 1 >= 3
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then doHalls g2 nbs (row, col) (wmax -1) nmat
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else (g2, nmat)
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) (rand, mat) bs
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boundSize :: Boundaries Int -> Int
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boundSize (Boundaries mi ma) =
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(fst ma - fst mi) * (snd ma - snd mi)
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buildHall
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:: (Int, Int)
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-> Int
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-> Boundaries Int
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-> Matrix TileState
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-> ([Boundaries Int], Matrix TileState)
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buildHall coord@(row, col) width bs mat =
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let vertHalls = foldl (flip (M.mapCol
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(\r cur -> if r >= fst (matmin bs) && r <= fst (matmax bs)
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then replaceTile cur Hall
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else cur
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)))
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mat
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[col - (width `div` 2) .. col + (width `div` 2)]
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horzHalls = foldl (flip ( M.mapRow
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(\c cur -> if c >= snd (matmin bs) && c <= snd (matmax bs)
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then replaceTile cur Hall
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else cur
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)))
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vertHalls
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[row - (width `div` 2) .. row + (width `div` 2)]
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in ( [ Boundaries (matmin bs) coord
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, Boundaries (fst (matmin bs), col) (row, snd (matmax bs))
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, Boundaries (row, snd (matmin bs)) (fst (matmax bs), col)
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, Boundaries coord (matmax bs)
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]
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, horzHalls
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)
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replaceTile :: TileState -> TileState -> TileState
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replaceTile cur new
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| cur == Unde = new
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| otherwise = cur
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hallRatio :: Matrix TileState -> Double
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hallRatio mat =
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let hs = foldl (\acc a -> if a == Hall then acc + 1 else acc) 0 mat :: Int
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in fromIntegral hs / fromIntegral (nrows mat * ncols mat)
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buildInnerWalls :: StdGen -> Matrix TileState -> (StdGen, Matrix TileState)
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buildInnerWalls rng input =
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let floodSearchReplace
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:: StdGen
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-> (Int, Int)
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-> Matrix TileState
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-> (StdGen, Matrix TileState)
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floodSearchReplace gn coord@(row, col) mat
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| mat M.! coord == Unde =
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let maxRow = doRow row
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doRow r
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| M.safeGet (r + 1) col mat == Just Unde = doRow (r + 1)
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| otherwise = r
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maxCol = doCol col
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doCol c
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| M.safeGet row (c + 1) mat == Just Unde = doCol (c + 1)
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| otherwise = c
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(cr, g1) = randomR
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( if maxRow - 3 < row + 3
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then (row + 2, row + 2)
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else (row + 3, maxRow - 3)
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) gn
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(cc, g2) = randomR
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( if maxCol - 3 < col + 3
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then (col + 2, col + 2)
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else (col + 3,maxCol - 3)
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) g1
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(nngen, nnmat) =
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if (cr - 2 > row && cr + 2 < maxRow)
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&& (cc - 2 > col && cc + 2 < maxCol)
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then
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doCross
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g2
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(cr, cc)
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(Boundaries coord (maxRow, maxCol))
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mat
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else
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let btups = (,)
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<$> [fst coord .. maxRow]
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<*> [snd coord .. maxCol]
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in
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( g2
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, foldl
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(\acc coords ->
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M.setElem (replaceTile (acc M.! coords) Offi) coords acc
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) mat btups
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)
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doCross
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:: StdGen
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-> (Int, Int)
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-> Boundaries Int
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-> Matrix TileState
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-> (StdGen, Matrix TileState)
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doCross gen cd@(xr, xc) b imat =
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let nbs = map (uncurry Boundaries) bs
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bs =
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[ (matmin b, cd)
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, ((fst (matmin b), col), (row, snd (matmax b)))
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, ((row, snd (matmin b)), (fst (matmax b), col))
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, (cd, matmax b)
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]
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(ngen, crosses) = foldl
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(\(agen, acc) (minb, maxb) ->
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let (fc, gg1) = randomR (fst minb, fst maxb) agen
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(fr, gg2) = randomR (snd minb, snd maxb) gg1
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in (gg2, acc ++ [(fc, fr)])
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) (gen, []) bs
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horz = M.mapRow (\icol cur ->
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if icol >= snd (matmin b) && icol <= snd (matmax b)
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then replaceTile cur Wall
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else cur
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) xr imat
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vert = M.mapCol (\irow cur ->
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if irow >= fst (matmin b) && irow <= fst (matmax b)
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then replaceTile cur Wall
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else cur
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) xc horz
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omat = foldl
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(\acc coords ->
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M.setElem (replaceTile (acc M.! coords) Offi) coords acc
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) vert btups
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btups = (,)
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<$> [fst (matmin b) .. fst (matmax b)]
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<*> [snd (matmin b) .. snd (matmax b)]
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in if boundSize b >= 16
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then foldl
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(\(agen, amat) (acr, nb) -> doCross agen acr nb amat)
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(ngen, omat)
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(zip crosses nbs)
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else
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(gen, omat)
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in (nngen, nnmat)
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| otherwise = (gn, mat)
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tups mat = (,) <$> [1 .. nrows mat] <*> [1 .. ncols mat]
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in foldl (\(agen, amat) cds -> floodSearchReplace agen cds amat)
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(rng, input) (tups input)
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closeOffices :: Matrix TileState -> Matrix TileState
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closeOffices input =
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let tups mat = (,) <$> [2 .. nrows mat - 1] <*> [2 .. ncols mat - 1]
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isNeighbor (row, col) =
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let subm = M.submatrix (row -1) (row + 1) (col - 1) (col + 1) input
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in Hall `elem` (M.toList subm)
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in foldl (\acc coord ->
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if input M.! coord == Offi && isNeighbor coord
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then M.setElem Wall coord acc
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else acc
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) input (tups input)
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buildOuterWalls :: Matrix TileState -> Matrix TileState
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buildOuterWalls input =
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let horz :: Matrix TileState
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horz =
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foldl
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(flip $ M.mapRow (\_ _ -> Wall))
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input
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[ 1
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, nrows input
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]
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vert =
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foldl
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(flip $ M.mapCol (\_ _ -> Wall))
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horz
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[ 1
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, ncols horz
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]
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in vert
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buildFacilities
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:: StdGen
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-> FloorConfig
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-> Matrix TileState
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-> (StdGen, Matrix TileState)
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buildFacilities gen fc input =
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let flood ts mat coords@(cr, cc) =
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let cur = mat M.! coords
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altered = M.setElem ts coords mat
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in
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if cur == ts || cur /= Offi
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then mat
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else foldl (flood ts)
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altered
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[ (cr + 1, cc)
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, (cr - 1, cc)
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, (cr, cc + 1)
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, (cr, cc - 1)
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]
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nearests = map (findNearestOffice input) (fcFacilities fc)
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in foldl (\(agen, acc) x ->
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let (numfac, ngen) = randomR (0 :: Int, 1 :: Int) agen
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facil = if numfac == 1 then Kitc else Toil
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in (ngen, flood facil acc x)
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) (gen, input) nearests
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findNearestOffice
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:: Matrix TileState
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-> (Int, Int)
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-> (Int, Int)
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findNearestOffice mat (rrr, ccc) =
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let matcoord = (,) <$> [1 .. nrows mat] <*> [1 .. ncols mat]
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distance :: (Int, Int) -> Int
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distance (ar, ac) = (ar - rrr) ^ (2 :: Int) + (ac - ccc) ^ (2 :: Int)
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inlist = zip matcoord (M.toList mat)
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in foldl (\acc (xc, ts) ->
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if ts == Offi && distance acc > distance xc
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then xc
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else acc
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) (fst $ head inlist) inlist
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buildDoorsGraph :: Matrix TileState -> [Graph]
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buildDoorsGraph mat =
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let maxCol r c
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| M.safeGet r (c + 1) mat == Just Offi = maxCol r (c + 1)
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| otherwise = c
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buildGraph :: Matrix TileState -> [Graph] -> (Int, Int) -> [Graph]
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buildGraph amat root coord@(br, bc)
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| bc > ncols amat - 1 =
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buildGraph amat root (br + 1, 1)
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| br > nrows amat - 1 =
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root
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| M.safeGet br bc amat == Just Offi =
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let flood acc (fr, fc) =
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let ncoords = [] ++
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(if (fr + 1, fc) `notElem` acc &&
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M.safeGet (fr + 1) fc amat == Just Offi
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then [(fr + 1, fc)]
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else []) ++
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(if (fr - 1, fc) `notElem` acc &&
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M.safeGet (fr - 1) fc amat == Just Offi
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then [(fr - 1, fc)]
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else []) ++
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(if (fr, fc - 1) `notElem` acc &&
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M.safeGet fr (fc - 1) amat == Just Offi
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then [(fr, fc - 1)]
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else []) ++
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(if (fr, fc + 1) `notElem` acc &&
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M.safeGet fr (fc + 1) amat == Just Offi
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then [(fr, fc + 1)]
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else [])
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in foldl flood (acc ++ ncoords) ncoords
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roomcoords = flood [coord] coord
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b = Boundaries
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(minimum (map fst roomcoords), minimum (map snd roomcoords))
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(maximum (map fst roomcoords), maximum (map snd roomcoords))
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neighs = map (\(a, bx) -> (a, fromJust bx)) (filter ((/=Nothing) . snd)
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[ (North, M.safeGet (fst (matmin b) - 2) (snd (matmin b)) amat)
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, (South, M.safeGet (fst (matmax b) + 2) (snd (matmin b)) amat)
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, (East, M.safeGet (fst (matmin b)) (snd (matmin b) - 2) amat)
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, (West, M.safeGet (fst (matmin b)) (snd (matmax b) + 2) amat)
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])
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in
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if Hall `elem` map snd neighs
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then
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let nroot =
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if GRoom neighs b `notElem` connects (head root)
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then
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GHall
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{ connects = connects (head root) ++ [GRoom neighs b]
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} : tail root
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else root
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in buildGraph amat nroot (br, 1 + snd (matmax b))
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else
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let nroot = root ++
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if GRoom neighs b `elem` root
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then []
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else [GRoom neighs b]
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in buildGraph amat nroot (br, 1 + snd (matmax b))
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| otherwise =
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buildGraph amat root (br, maxCol br (bc + 1))
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in buildGraph mat [GHall []] (2, 2)
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buildDoors :: Matrix TileState -> [Graph] -> IO (Matrix TileState)
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buildDoors input graph =
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foldM placeDoors input graph
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where
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placeDoors :: Matrix TileState -> Graph -> IO (Matrix TileState)
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placeDoors amat (GHall conns) =
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foldM placeDoors amat conns
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placeDoors amat (GRoom neighs bs) =
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if Hall `elem` map snd neighs
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then do
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let halls = filter ((== Hall) . snd) neighs
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idx <- randomRIO (0, length halls - 1)
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let (dir, _) = halls !! idx
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case dir of
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North ->
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inRow
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amat
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(fst (matmin bs) - 1)
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(snd (matmin bs), snd (matmax bs))
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South ->
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inRow
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amat
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(fst (matmax bs) + 1)
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(snd (matmin bs), snd (matmax bs))
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East ->
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inCol
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amat
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(fst (matmin bs), fst (matmax bs))
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(snd (matmin bs) - 1)
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West ->
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inCol
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amat
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(fst (matmin bs), fst (matmax bs))
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(snd (matmax bs) + 1)
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else do
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idx <- randomRIO (0, length neighs - 1)
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let (dir, _) = neighs !! idx
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case dir of
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North ->
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inRow
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amat
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(fst (matmin bs) - 1)
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(snd (matmin bs), snd (matmax bs))
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South ->
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inRow
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amat
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(fst (matmax bs) + 1)
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(snd (matmin bs), snd (matmax bs))
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East ->
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inCol
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amat
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(fst (matmin bs), fst (matmax bs))
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(snd (matmin bs) - 1)
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West ->
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inCol
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amat
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(fst (matmin bs), fst (matmax bs))
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(snd (matmax bs) + 1)
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inRow :: Matrix TileState -> Int -> (Int, Int) -> IO (Matrix TileState)
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inRow mat row cols = do
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col <- randomRIO cols
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let tile = mat M.! (row, col)
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if tile == Wall
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&& length (filter
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(== Wall)
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(M.toList (M.submatrix (row - 1) (row + 1) col col mat)))
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== 1
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then
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if Door `elem` M.toList (uncurry (M.submatrix row row) cols mat)
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then return mat
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else
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return $ M.setElem Door (row, col) mat
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else
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inRow mat row cols
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inCol :: Matrix TileState -> (Int, Int) -> Int -> IO (Matrix TileState)
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inCol mat rows col = do
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row <- randomRIO rows
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let tile = mat M.! (row, col)
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if tile == Wall
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&& length (filter
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(== Wall)
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(M.toList (M.submatrix row row (col - 1) (col + 1) mat)))
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== 1
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then
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if Door `elem` M.toList (uncurry M.submatrix rows col col mat)
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then return mat
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else
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return $ M.setElem Door (row, col) mat
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else
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inCol mat rows col
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