c19e3dae5f
Memoize the return value of characterVisiblePositions to a new, semi-abstracted "memo" field on the GameState, recalcuclated if the character position ever changes. I'm 90% sure that the perf issues we were encountering were actually caused by characterVisiblePositions getting called once for *every tile* on draw, but this slightly larger change also makes the game perform relatively-usably again. Since this is only recalculated if the character position changes, if we ever get non-transparent entities moving around without the characters influence (maybe something building or knocking down walls?) we'll have an issue there where the vision won't be updated as a result of those changes if they happen while the character is taking a non-moving action - but we can cross that bridge when we come to it. Change-Id: I3fc745ddf0014d6f164f735ad7e5080da779b92a Reviewed-on: https://cl.tvl.fyi/c/depot/+/3185 Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI |
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.. | ||
.github | ||
bench | ||
build | ||
src | ||
test | ||
.envrc | ||
.gitignore | ||
default.nix | ||
hie.yaml | ||
LICENSE | ||
nixpkgs.nix | ||
package.yaml | ||
pkg.nix | ||
README.org | ||
Setup.hs | ||
shell.nix | ||
xanthous.cabal |
Xanthous
Building
$ nix build
Running
$ ./result/bin/xanthous [--help]
Keyboard commands
Keyboard commands are currently undocumented, but can be found in [this file. Movement uses the nethack-esque hjklybnu.
Development
Use lorri, or run everything in a nix-shell
# Build (for dev)
$ cabal new-build
# Run the game
$ cabal new-run xanthous
# Run tests
$ cabal new-run test
# Run a repl
$ cabal new-repl