little optimization
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5464b3e8bf
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1 changed files with 41 additions and 27 deletions
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@ -556,33 +556,47 @@ drawMap = do
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drawLoadScreen ud progress
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drawLoadScreen ud progress
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_ -> do
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_ -> do
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dt <- getDelta
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dt <- getDelta
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(_, (playerPos, posanims, posActions)) <- yieldSystemT (worldState ud) $ do
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(_, dat) <- yieldSystemT (worldState ud) $ do
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pc <- efor allEnts $ do
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efor allEnts $ do
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with player
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with pos
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with pos
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query pos
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posanims <- efor allEnts $ do
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with anim
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with pos
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stat <- query anim
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pos' <- query pos
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pos' <- query pos
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player <- queryMaybe player
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stat <- queryMaybe anim
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mbnds <- queryMaybe obstacle
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mbnds <- queryMaybe obstacle
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return (pos', stat, mbnds)
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t <- queryMaybe objType
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posActions <- efor allEnts $ do
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s <- queryMaybe objState
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with objType
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pa <- queryMaybe objPlayerActivated
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with objState
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ttl <- queryMaybe objStateTime
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with objStateTime
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let maxt = fromMaybe 1 (actionTime <$> t <*> s)
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with objPlayerActivated
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first = if isJust player
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with pos
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then Just
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pos' <- query pos
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pos'
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t <- query objType
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else Nothing
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s <- query objState
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secnd = if isJust stat
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pa <- query objPlayerActivated
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then Just
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let maxt = actionTime t s
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( pos'
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ttl <- query objStateTime
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, fromJust stat
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return (pos', pa, realToFrac (1 - ttl / maxt))
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, mbnds
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return (head pc, posanims, posActions)
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)
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let V2 pr pc = playerPos
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else Nothing
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third = if isJust t && isJust s
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then Just
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( pos'
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, fromMaybe False pa
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, realToFrac (1 - fromMaybe 0 ttl / maxt)
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)
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else Nothing
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return (first, secnd, third)
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let ((playerPos:_), posanims, posActions) = Prelude.foldl
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(\(amppo, ampan, ampac) (mppo, mpan, mpac) ->
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( if isJust mppo then fromJust mppo : amppo else amppo
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, if isJust mpan then fromJust mpan : ampan else ampan
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, if isJust mpac then fromJust mpac : ampac else ampac
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)
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)
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([], [], [])
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dat
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V2 pr pc = playerPos
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MainData _ _ _ _ gr = stateData ud
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MainData _ _ _ _ gr = stateData ud
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seekGraph = Types.connects (head gr) ++ tail gr
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seekGraph = Types.connects (head gr) ++ tail gr
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room = Prelude.filter (inBounds (fmap floor playerPos) . bounds) seekGraph
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room = Prelude.filter (inBounds (fmap floor playerPos) . bounds) seekGraph
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