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refactored whirlline loop detection
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@ -102,6 +102,7 @@ EX namespace whirlwind {
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again:
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cell *at = whirlline[isize(whirlline)-1];
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cell *prev = whirlline[isize(whirlline)-2];
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if(looped(whirlline)) return;
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for(int i=0; i<at->type; i++)
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if(at->move(i) && (euclid || at->move(i)->master->alt) && celldistAlt(at->move(i)) == d && at->move(i) != prev) {
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whirlline.push_back(at->move(i));
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@ -1062,10 +1063,9 @@ EX namespace whirlpool {
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again:
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cell *at = whirlline[isize(whirlline)-1];
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cell *prev = whirlline[isize(whirlline)-2];
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if(looped(whirlline)) return;
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for(int i=0; i<at->type; i++)
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if(at->move(i) && (eubinary || at->move(i)->master->alt) && celldistAlt(at->move(i)) == d && at->move(i) != prev) {
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if(at->move(i) == whirlline[0]) return; // loops in weird geometries?
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if(at->move(i) == whirlline[isize(whirlline)/2]) return; // even weirder geometry?
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whirlline.push_back(at->move(i));
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goto again;
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}
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@ -225,13 +225,7 @@ EX namespace westwall {
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again:
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cell *at = whirlline[isize(whirlline)-1];
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cell *prev = whirlline[isize(whirlline)-2];
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if(isize(whirlline) > 2 && at == whirlline[isize(whirlline)/2]) {
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/* something weird must have happened... */
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static bool once = true;
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if(once) addMessage("warning: a bug in building a whirl line");
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once = false;
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return;
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}
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if(looped(whirlline)) return;
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for(int i=0; i<at->type; i++)
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if(at->move(i) && coastvalEdge1(at->move(i)) == d && at->move(i) != prev) {
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whirlline.push_back(at->move(i));
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@ -865,4 +865,25 @@ EX void monstersTurn() {
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#endif
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}
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/** check if whirlline is looped, if yes, remove the repeat; may not detect loops immediately */
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EX bool looped(vector<cell*>& whirlline) {
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if(isize(whirlline) == 1)
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return false;
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if(whirlline.back() == whirlline.front()) {
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whirlline.pop_back();
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return true;
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}
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int pos = isize(whirlline)/2;
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if(isize(whirlline) > 2 && whirlline.back() == whirlline[pos]) {
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while(pos && whirlline.back() == whirlline[pos])
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whirlline.pop_back();
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/* something weird must have happened... */
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static bool once = true;
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if(once) addMessage("warning: a looped line");
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once = false;
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return true;
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}
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return false;
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}
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}
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