feat(xanthous): Memoize characterVisiblePositions
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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@ -216,9 +216,7 @@ handleCommand Close = do
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handleCommand Look = do
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prompt_ @'PointOnMap ["look", "prompt"] Cancellable
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$ \(PointOnMapResult pos) ->
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gets (revealedEntitiesAtPosition pos)
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>>= \case
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$ \(PointOnMapResult pos) -> revealedEntitiesAtPosition pos >>= \case
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Empty -> say_ ["look", "nothing"]
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ents -> describeEntities ents
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continue
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