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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