Determine thunk leak when marking seen walls
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@@ -4,15 +4,10 @@ module Dodge.LevelGen.Block
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)
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where
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import Dodge.Data
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--import Dodge.Data.SoundOrigin
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import Dodge.Base
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import Dodge.Zone
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--import Dodge.SoundLogic
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--import Dodge.SoundLogic.LoadSound
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--import Dodge.WorldEvent.Sound
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import Dodge.LevelGen.Pathing
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import Dodge.Default.Wall
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--import Dodge.RandomHelp
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import Geometry
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import qualified IntMapHelp as IM
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import Color
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@@ -31,7 +26,7 @@ addBlock
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addBlock (p:ps) hp col isSeeThrough hps w
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| hp <= 0 && null hps = w
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| hp <= 0 = addBlock (p:ps) (head hps + hp) col isSeeThrough (tail hps) w
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| otherwise = w
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| otherwise = w
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& wallsZone . znObjects %~ flip (IM.foldl' $ flip wallInZone) panes
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& walls %~ IM.union panes
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& blocks %~ IM.insert blid (Block {_blID = blid,_blWallIDs = is, _blHPs = hp:hps, _blShadows=[]})
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@@ -40,13 +35,13 @@ addBlock (p:ps) hp col isSeeThrough hps w
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lns = zip (p:ps) (ps ++ [p])
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i = IM.newKey $ _walls w
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is = [i.. i + length lns-1]
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panes = IM.fromList $ zip is $ zipWith
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(\j (a,b) -> defaultWall
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panes = IM.fromList $ zipWith
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(\j (a,b) -> (,) j defaultWall
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{ _wlLine = (a,b)
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, _wlID = j
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, _wlColor = col
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, _wlIsSeeThrough = isSeeThrough
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, _wlBlockID = Just blid
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, _wlBlockID = Just' blid
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}
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) is lns
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wallInZone wl
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@@ -59,7 +54,6 @@ addBlock (p:ps) hp col isSeeThrough hps w
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ips = map zoneOfPoint $ uncurry (divideLine (2*zoneSize)) (_wlLine wl)
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addBlock _ _ _ _ _ _ = error "Trying to add a block with incomplete polygon"
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---- TODO add block list to world
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putBlock :: [Point2] -> Int -> Color -> Bool -> [Int] -> World -> (Int,World)
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putBlock (p:ps) i c b is w = (0, foldr (uncurry removePathsCrossing) wWithBlock pairs)
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where
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@@ -19,7 +19,7 @@ putLineBlock
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-> World
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-> (Int, World)
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putLineBlock basePane blockWidth depth a b w = (,) 0
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$ removePathsCrossing a b $ foldr insertBlock (insertBlocks' w) listBlocks
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$ removePathsCrossing a b $ foldr insertWall (insertBlocks w) listWalls
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where
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d = dist a b
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rot = argV (b -.- a)
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@@ -33,9 +33,9 @@ putLineBlock basePane blockWidth depth a b w = (,) 0
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linesAt p = makeLoopPairs $ cornersAt p
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k = IM.newKey $ _walls w
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blid = IM.newKey $ _blocks w
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insertBlock' i = over blocks
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$ IM.insert (i+blid) Block {_blID = i + blid, _blWallIDs = ksAtI i, _blHPs = [5,5], _blShadows = shadowsAt i}
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insertBlocks' = flip (foldr insertBlock') is
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insertBlock i = over blocks $ IM.insert (i+blid) Block
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{_blID = i + blid, _blWallIDs = ksAtI i, _blHPs = [5,5], _blShadows = shadowsAt i}
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insertBlocks = flip (foldr insertBlock) is
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ksAtI i = map ( + (k + i*4) ) [0,1,2,3]
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visibilityAt i
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| i == 0 = [ True,True,False,True]
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@@ -45,14 +45,12 @@ putLineBlock basePane blockWidth depth a b w = (,) 0
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| i == 0 = ksAtI 1
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| i == numBlocks - 1 = ksAtI $ numBlocks - 2
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| otherwise = ksAtI (i-1) ++ ksAtI (i+1)
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makeBlockAt :: Point2 -> Int -> [Wall]
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makeBlockAt p i = zipWith3 (makePane i) (visibilityAt i) (ksAtI i) (linesAt p)
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makeWallAt p i = zipWith3 (makePane i) (visibilityAt i) (ksAtI i) (linesAt p)
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makePane i visStatus k' ps = basePane
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{_wlID = k'
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,_wlBlockID = Just $ i + blid
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,_wlBlockID = Just' $ i + blid
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,_wlLine = ps
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,_wlDraw = visStatus
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}
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listBlocks = concat $ zipWith makeBlockAt blockCenPs is
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insertBlock :: Wall -> World -> World
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insertBlock wl = over walls $ IM.insert (_wlID wl) wl
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listWalls = concat $ zipWith makeWallAt blockCenPs is
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insertWall wl = over walls $ IM.insert (_wlID wl) wl
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