Determine thunk leak when marking seen walls
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+8
-8
@@ -11,7 +11,6 @@ import Dodge.Config.Data
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import Dodge.Base
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import Dodge.Zone
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import Dodge.WallCreatureCollisions
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--import Dodge.LevelGen.Block
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import Dodge.Update.Camera
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import Dodge.SoundLogic
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import Dodge.Inventory
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@@ -178,12 +177,14 @@ ppEvents :: World -> World
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ppEvents w = IM.foldl' (flip $ \pp w' -> _ppEvent pp pp w') w $ _pressPlates w
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updateSeenWalls :: World -> World
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updateSeenWalls w = foldl' (flip markSeen) w wallsToUpdate
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updateSeenWalls w = foldl' markWallSeen w wallsToUpdate
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where
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vPos = _cameraViewFrom w
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wallsToUpdate = concatMap (\p -> visibleWalls vPos (vPos +.+p) $ wallsAlongLine vPos (vPos +.+ p) w)
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$ nRays 20
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markSeen i = set (walls . ix i . wlSeen) True
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markWallSeen :: World -> Wall -> World
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markWallSeen w wl = w & walls . ix (_wlID wl) . wlSeen .~ True
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--setTestStringIO :: IO World -> IO World
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--setTestStringIO = fmap (\ w -> set testString (show $ s w) w)
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@@ -301,15 +302,14 @@ rotateToOverlappingWall w = case theWall of
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theWall = overlapCircWallsReturnWall p (_crRad cr + 5) (IM.filter _wlRotateTo $ wallsNearPoint p w)
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{-
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Finds the IDs of visible walls from a point to another point. -}
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visibleWalls :: Point2 -> Point2 -> IM.IntMap Wall -> [Int]
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Finds the visible walls from a point to another point. -}
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visibleWalls :: Point2 -> Point2 -> IM.IntMap Wall -> [Wall]
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visibleWalls p1 p2 ws
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= map fst
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. takeUntil (_wlIsSeeThrough . snd)
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= takeUntil _wlIsSeeThrough
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. map snd
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. sortOn (dist p1 . fromJust . fst)
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. filter ((/=) Nothing . fst)
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. map f
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$ IM.toList ws
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where
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f (i,wl) = (uncurry intersectSegSeg (_wlLine wl) p1 p2, (i,wl))
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f (i,wl) = (uncurry intersectSegSeg (_wlLine wl) p1 p2, wl)
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