Refactor collider to collaborate with linked_list.
The only use of a collider is intertwined with the ship list, so I can combine the "prepare to yoink" and "populate collider" and "iterate list" steps, and I can combine the "hide" and "yoink" steps. This doesn't save tokens now but it's about to, when I use the eship collider to test pship collision.
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@ -259,28 +259,11 @@ function updategame()
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-- many bullets and many enemy ships;
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-- use bucket collider for efficiency
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local eship_collider = collider.new{from=eships}
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local eship_collider, pp = collider.new(), eships
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eships:strip(function(s)
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eship_collider:insert(s)
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s.prev = pp
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pp = s
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end)
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-- lose tokens, save time:
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-- unroll `strip` to avoid
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-- function call overhead
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pbullets:strip(function(pb)
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for es in all(eship_collider:get_collisions(pb)) do
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if es:hitbullet(pb) then
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eship_collider:hide(es)
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es.prev.next=es.next
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if es.next then
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es.next.prev = es.prev
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else
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eships.tail = es.prev
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end
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end
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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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end)
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@ -1446,6 +1429,21 @@ end
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collider = mknew{
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init = function(x)
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x.suppress = {}
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local p, n = x.from, x.from.next
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while n do
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-- insert
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for i in all(collider_indexes(hurtbox(n))) do
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local a = x[i]
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if not a then
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a = {}
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x[i] = a
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end
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add(a, n)
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end
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-- prepare yoink
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n.prev = p
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p = n
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end
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end,
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}
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@ -1459,21 +1457,15 @@ function collider_indexes(box)
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return ret
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end
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function collider:insert(item)
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-- todo: separate "big items" list?
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local bdx = collider_indexes(hurtbox(item))
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for i in all(bdx) do
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local x = self[i]
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if not x then
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x = {}
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self[i] = x
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end
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add(x, item)
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end
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end
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function collider:hide(item)
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function collider:yoink(item)
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self.suppress[item]=true
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local p,n = item.prev,item.next
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p.next = n
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if n then
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n.prev = p
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else
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self.from.tail = p
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end
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end
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function collider:get_collisions(item)
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