forked from pyrex/chameleonic
Implement levels:anchor_in as a generator.
This gets rid of the (substantial!) overhead of preparing a list and then iterating over it, in exchange for a bit of bookkeeping to simulate the prior behavior of the for loop, which is much cheaper.
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@ -270,14 +270,17 @@ function level:anchor_points()
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end
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function level:anchors_in(px0,py0,px1,py1)
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ancs={}
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for ax=px0\4,(px1+3)\4 do
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for ay=py0\4,(py1+3)\4 do
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local anc=self._anch[_amix(ax,ay)]
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if (anc!=nil) add(ancs, anc)
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local anch,ax,xlim,sy,ylim=self._anch,px0\4,(px1+3)\4,py0\4,(py1+3)\4
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local ay=sy-1
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return function()
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while true do
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ay+=1
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if(ay>ylim)ay,ax=sy,ax+1
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if(ax>xlim)return nil
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local anc=anch[_amix(ax,ay)]
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if (anc) return anc
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end
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end
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return ancs
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end
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function level:get_open_pit(mx,my)
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@ -955,7 +958,7 @@ function rope:_find_needed_anchors(i)
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local anchors_bydist={}
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local x0,x2=_mnmx(a0.x,a2.x)
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local y0,y2=_mnmx(a0.y,a2.y)
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for a1 in all(level:anchors_in(x0-1,y0-1,x2+1,y2+1)) do
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for a1 in level:anchors_in(x0-1,y0-1,x2+1,y2+1) do
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add(anchors_bydist,{el=a1,key=_linedist(a0,a1,a2)})
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end
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shellsort(anchors_bydist)
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