Added first primitive groundwork for map generation combinators. This is gonna be fun! :o)
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		@@ -2,7 +2,19 @@ module Map.Creation
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where
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					where
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import Map.Types
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					import Map.Types
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					import Map.Map
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import Data.Array
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					import Data.Array
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					import System.Random
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					-- Orphan instance since this isn't where either Random nor Tuples are defined
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					instance (Random x, Random y) => Random (x, y) where
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					  randomR ((x1, y1), (x2, y2)) gen1 = let (a, gen2) = randomR (x1, x2) gen1
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					                                          (b, gen3) = randomR (y1, y2) gen2
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					                                      in ((a, b), gen3)
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					  random                       gen1 = let (a, gen2) = random gen1
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					                                          (b, gen3) = random gen2 in ((a,b), gen3)
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-- | Generate a new Map of given Type and Size
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					-- | Generate a new Map of given Type and Size
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--
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					--
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@@ -18,6 +30,32 @@ aplByPlace f g mp = array (bounds mp) (map (\(ab,c) -> if g ab then (ab, f c) el
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aplByNode :: (Node -> Node) -> (Node -> Bool) -> PlayMap -> PlayMap
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					aplByNode :: (Node -> Node) -> (Node -> Bool) -> PlayMap -> PlayMap
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aplByNode f g mp = array (bounds mp) (map (\(ab,c) -> (if g c then (ab, f c) else (ab,c))) (assocs mp)) 
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					aplByNode f g mp = array (bounds mp) (map (\(ab,c) -> (if g c then (ab, f c) else (ab,c))) (assocs mp)) 
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					aplAll :: [a -> a] -> a -> a
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					aplAll []     m = m
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					aplAll (f:fs) m = aplAll fs $ f m
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					-- general 3D-Gaussian
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					gauss3Dgeneral :: Floating q =>
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					                  q    -- ^ Amplitude
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					                  -> q -- ^ Origin on X-Achsis
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					                  -> q -- ^ Origin on Z-Achsis
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					                  -> q -- ^ Sigma on X
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					                  -> q -- ^ Sigma on Z
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					                  -> q -- ^ Coordinate in question on X
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					                  -> q -- ^ Coordinate in question on Z
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					                  -> q -- ^ elevation on coordinate in question
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					gauss3Dgeneral amp x0 z0 sX sZ x z = amp * exp(-(((x-x0)^(2 :: Integer)/(2 * sX^(2 :: Integer)))+((z-z0)^(2 :: Integer)/(2 * sZ^(2 :: Integer)))))
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					-- specialised 3D gaussian with an origin on 100/100, an amplitude of 15 and two sigmas of 15
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					gauss3D :: Floating q =>
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					           q     -- ^ X-Coordinate
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					           -> q  -- ^ Z-Coordinate
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					           -> q  -- ^ elevation on coordinate in quesion
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					gauss3D = gauss3Dgeneral 15 100.0 100.0 15.0 15.0
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					-- 2D Manhattan distance
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					mnh2D :: (Int,Int) -> (Int,Int) -> Int
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					mnh2D (a,b) (c,d) = abs (a-c) + abs (b-d)
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-- | Basic Terrain-Generator. Will not implement "abnormal" Stuff for given Biome
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					-- | Basic Terrain-Generator. Will not implement "abnormal" Stuff for given Biome
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--   (like Deserts on Grass-Islands or Grass on Deserts)
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					--   (like Deserts on Grass-Islands or Grass on Deserts)
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@@ -38,4 +76,20 @@ type Seed = (XCoord, ZCoord)
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--
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					--
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--   TODO: implement and erode terrain on the way down.
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					--   TODO: implement and erode terrain on the way down.
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addLakes :: PlayMap -> [Seed] -> PlayMap
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					addLakes :: PlayMap -> [Seed] -> PlayMap
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addLakes m s = undefined
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					addLakes = undefined
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					gaussMountain :: Int -> PlayMap -> PlayMap
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					gaussMountain seed mp = aplByPlace (liftUp c) (\(_,_) -> True) mp
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					  where
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					    g   = mkStdGen seed
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					    c   = head $ randomRs (bounds mp) g
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					    fi  = fromIntegral
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					    htt = heightToTerrain
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					    -- TODO: Fix Lambda to True with sensible function, maybe rework giveNeighbourhood in Map.Map
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					    liftUp :: (Int, Int) -> Node -> Node
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					    liftUp (gx,gz) (Full     (x,z) y _ b pl pa r s) = let y_neu = max y e 
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					                                                      in  (Full (x,z) y_neu (htt GrassIslandMap y_neu) b pl pa r s)
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					      where e = gauss3Dgeneral 10.0 (fi gx) (fi gz) 5.0 5.0 (fi x) (fi z)
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					    liftUp (gx, gz) (Minimal (x,z)) = Full (x,z) e (htt GrassIslandMap e) BFlag NoPlayer NoPath Plain []
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					      where e = gauss3Dgeneral 10.0 (fi gx) (fi gz) 5.0 5.0 (fi x) (fi z)
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@@ -30,6 +30,7 @@ import Linear
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import Map.Types
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					import Map.Types
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import Map.StaticMaps
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					import Map.StaticMaps
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					import Map.Creation
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type Height = Float
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					type Height = Float
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@@ -88,7 +89,9 @@ fgVertexIndex = (ToFloat, mapVertexArrayDescriptor 3 7) --vertex after normal
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getMapBufferObject :: IO (BufferObject, NumArrayIndices)
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					getMapBufferObject :: IO (BufferObject, NumArrayIndices)
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getMapBufferObject = do
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					getMapBufferObject = do
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        myMap'  <- return $ convertToGraphicsMap $ convertToStripeMap mapNoise
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					        let mountains = [(gaussMountain 123456), (gaussMountain 31415926), 
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					                         (gaussMountain 101514119), (gaussMountain 0)]
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					        myMap'  <- return $ convertToGraphicsMap $ convertToStripeMap $ aplAll mountains mapEmpty
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        ! myMap <- return $ generateTriangles myMap'
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					        ! myMap <- return $ generateTriangles myMap'
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        len <- return $ fromIntegral $ P.length myMap `div` numComponents
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					        len <- return $ fromIntegral $ P.length myMap `div` numComponents
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        putStrLn $ P.unwords ["num verts in map:",show len]
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					        putStrLn $ P.unwords ["num verts in map:",show len]
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@@ -2,12 +2,43 @@ module Map.Map where
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import Map.Types
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					import Map.Types
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-- potentially to be expanded to Nodes
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					import Data.Array (bounds)
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giveNeighbours :: (Int, Int) -> [(Int,Int)]
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					import Data.List  (sort, group)
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giveNeighbours (x,y) = filter (not . negative) all
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					-- WARNING: Does NOT Check for neighbours exceeding maximum map coordinates yet.
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					unsafeGiveNeighbours :: (Int, Int)  -- ^ original coordinates
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					                     -> [(Int,Int)] -- ^ list of neighbours
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					unsafeGiveNeighbours (x,z) = filter (not . negative) allNs
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  where
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					  where
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    all = if even y then [(x+1,y), (x-1,y), (x,y+1), (x,y-1), (x+1,y+1), (x+1,y-1)]
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					    allNs = if even z then [(x+1,z), (x-1,z), (x,z+1), (x,z-1), (x+1,z+1), (x+1,z-1)]
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                    else [(x+1,y), (x-1,y), (x,y+1), (x,y-1), (x-1,y+1), (x-1,y-1)]
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					                      else [(x+1,z), (x-1,z), (x,z+1), (x,z-1), (x-1,z+1), (x-1,z-1)]
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    negative :: (Int, Int) -> Bool
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					    negative :: (Int, Int) -> Bool
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    negative (x,y) = x < 0 || y < 0
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					    negative (a,b) = a < 0 || b < 0
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					giveNeighbours :: PlayMap      -- ^ Map on which to find neighbours
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					               -> (Int, Int)   -- ^ original coordinates
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					               -> [(Int, Int)] -- ^ list of neighbours
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					giveNeighbours mp (x,z) = filter (not . outOfBounds mp) allNs
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					  where
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					    allNs = if even z then [(x+1,z), (x-1,z), (x,z+1), (x,z-1), (x+1,z+1), (x+1,z-1)]
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					                      else [(x+1,z), (x-1,z), (x,z+1), (x,z-1), (x-1,z+1), (x-1,z-1)]
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					    outOfBounds :: PlayMap -> (Int, Int) -> Bool
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					    outOfBounds mp' (a,b) = let (lo,hi) = bounds mp' in
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					                            a < fst lo || b < snd lo || a > fst hi || b > snd hi
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					giveNeighbourhood :: PlayMap      -- ^ map on which to find neighbourhood
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					                  -> Int          -- ^ iterative
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					                  -> (Int, Int)   -- ^ original coordinates
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					                  -> [(Int, Int)] -- ^ neighbourhood
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					giveNeighbourhood _  0 (a,b) = [(a,b)]
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					giveNeighbourhood mp n (a,b) = let ns = giveNeighbours mp (a,b) in 
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					                             remdups . concat $ ns:(map (giveNeighbourhood mp (n-1)) ns)
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					-- removing duplicates in O(n log n), losing order and adding Ord requirement
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					remdups :: Ord a => [a] -> [a]
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					remdups = map head . group . sort
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					prop_rd_idempot :: Ord a => [a] -> Bool
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					prop_rd_idempot xs = remdups xs == (remdups . remdups) xs
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@@ -3,30 +3,7 @@ where
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import Map.Types
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					import Map.Types
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import Data.Array
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					import Data.Array
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import Map.Creation (heightToTerrain)
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					import Map.Creation
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-- general 3D-Gaussian
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gauss3Dgeneral :: Floating q =>
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                  q    -- ^ Amplitude
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                  -> q -- ^ Origin on X-Achsis
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                  -> q -- ^ Origin on Z-Achsis
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                  -> q -- ^ Sigma on X
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                  -> q -- ^ Sigma on Z
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                  -> q -- ^ Coordinate in question on X
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                  -> q -- ^ Coordinate in question on Z
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                  -> q -- ^ elevation on coordinate in question
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gauss3Dgeneral amp x0 z0 sX sZ x z = amp * exp(-(((x-x0)^(2 :: Integer)/(2 * sX^(2 :: Integer)))+((z-z0)^(2 :: Integer)/(2 * sZ^(2 :: Integer)))))
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-- specialised 3D gaussian with an origin on 100/100, an amplitude of 15 and two sigmas of 15
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gauss3D :: Floating q =>
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           q     -- ^ X-Coordinate
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           -> q  -- ^ Z-Coordinate
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           -> q  -- ^ elevation on coordinate in quesion
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gauss3D = gauss3Dgeneral 15 100.0 100.0 15.0 15.0
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-- 2D Manhattan distance
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mnh2D :: (Int,Int) -> (Int,Int) -> Int
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mnh2D (a,b) (c,d) = abs (a-c) + abs (b-d)
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-- entirely empty map, only uses the minimal constructor
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					-- entirely empty map, only uses the minimal constructor
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mapEmpty :: PlayMap
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					mapEmpty :: PlayMap
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