more efficient collision iteration, fix eternal shots
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@ -245,13 +245,13 @@ function updategame()
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if not ps.dead then
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ps:move()
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local pbox = hurtbox(ps)
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for es in all(eship_collider:get_collisions(pbox)) do
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for es in eship_collider:iterate_collisions(pbox) do
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ps:hitship(es)
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if(es:hitship(ps)) eship_collider:yoink(es)
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end
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ebullets:strip(function(eb)
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-- loopify this when split moves implemented
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eb:move()
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if (eb:move()) return true
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if (not collides(pbox, hurtbox(eb))) return
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ps:hitbullet(eb)
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return eb:hitship(ps)
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@ -261,7 +261,7 @@ function updategame()
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end
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pbullets:strip(function(pb)
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for es in all(eship_collider:get_collisions(hurtbox(pb))) do
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for es in eship_collider:iterate_collisions(hurtbox(pb)) do
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if (es:hitbullet(pb)) eship_collider:yoink(es)
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if (pb:hitship(es)) return true
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end
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@ -1468,22 +1468,28 @@ function collider:yoink(item)
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end
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end
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function collider:get_collisions(box)
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local found = { }
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function collider:iterate_collisions(box)
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local seen = { }
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local bucket_ids = collider_indexes(box)
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for b_idx in all(bucket_ids) do
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local bucket = self[b_idx]
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if bucket then
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for candidate in all(bucket) do
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if not (seen[candidate] or self.suppress[candidate]) then
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seen[candidate] = true
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if (collides(box, hurtbox(candidate))) add(found, candidate)
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end
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local bii, bidl, bucket, bi, blen = 1, #bucket_ids, false, 1, 0
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return function()
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while bii <= bidl do
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if not bucket then
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bucket,blen = self[bucket_ids[bii]],0
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if (bucket) blen=#bucket
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end
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while bi <= blen do
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local candidate = bucket[bi]
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bi += 1
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if not seen[candidate] then
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seen[candidate] = true
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if (not self.suppress[candidate] and collides(box, hurtbox(candidate))) return candidate
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end
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end -- done with this bucket
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bi=1
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bii += 1
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end
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end
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return found
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end -- end of closure def
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end
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-->8
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