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
This commit is contained in:
Griffin Smith 2021-06-12 14:41:24 -04:00 committed by grfn
parent 80d501d553
commit c19e3dae5f
14 changed files with 284 additions and 87 deletions

View file

@ -23,6 +23,8 @@ import Xanthous.Game
)
import Xanthous.Game.Prompt
import Xanthous.Orphans ()
import Control.Monad.State.Lazy (evalState)
import Control.Monad.State.Class ( get, MonadState, gets )
--------------------------------------------------------------------------------
cursorPosition :: GameState -> Widget ResourceName -> Widget ResourceName
@ -53,29 +55,28 @@ drawPromptState (WaitingPrompt msg (Prompt _ pt ps pri _)) =
str ("[" <> pure chr <> "] ") <+> txtWrap m
drawEntities
:: GameState
-> Widget ResourceName
drawEntities game = vBox rows
where
allEnts = game ^. entities
entityPositions = EntityMap.positions allEnts
maxY = fromMaybe 0 $ maximumOf (folded . y) entityPositions
maxX = fromMaybe 0 $ maximumOf (folded . x) entityPositions
rows = mkRow <$> [0..maxY]
mkRow rowY = hBox $ renderEntityAt . flip Position rowY <$> [0..maxX]
renderEntityAt pos
= renderTopEntity pos $ revealedEntitiesAtPosition pos game
renderTopEntity pos ents
= let neighbors = EntityMap.neighbors pos allEnts
in maybe (str " ") (drawWithNeighbors neighbors)
$ maximumBy (compare `on` drawPriority)
<$> fromNullable ents
:: forall m. MonadState GameState m
=> m (Widget ResourceName)
drawEntities = do
allEnts <- use entities
let entityPositions = EntityMap.positions allEnts
maxY = fromMaybe 0 $ maximumOf (folded . y) entityPositions
maxX = fromMaybe 0 $ maximumOf (folded . x) entityPositions
rows = traverse mkRow [0..maxY]
mkRow rowY = hBox <$> traverse (renderEntityAt . flip Position rowY) [0..maxX]
renderEntityAt pos
= renderTopEntity pos <$> revealedEntitiesAtPosition pos
renderTopEntity pos ents
= let neighbors = EntityMap.neighbors pos allEnts
in maybe (str " ") (drawWithNeighbors neighbors)
$ maximumBy (compare `on` drawPriority)
<$> fromNullable ents
vBox <$> rows
drawMap :: GameState -> Widget ResourceName
drawMap game
= viewport Resource.MapViewport Both
. cursorPosition game
$ drawEntities game
drawMap :: MonadState GameState m => m (Widget ResourceName)
drawMap = do
cursorPos <- gets cursorPosition
viewport Resource.MapViewport Both . cursorPos <$> drawEntities
bullet :: Char
bullet = '•'
@ -129,15 +130,18 @@ drawCharacterInfo ch = txt " " <+> charName <+> charHitpoints
<+> txt (tshow $ let Hitpoints hp = characterHitpoints ch in hp)
drawGame :: GameState -> [Widget ResourceName]
drawGame game
= pure
. withBorderStyle unicode
$ case game ^. promptState of
NoPrompt -> drawMessages (game ^. messageHistory)
_ -> emptyWidget
<=> drawPromptState (game ^. promptState)
<=>
(maybe emptyWidget (drawPanel game) (game ^. activePanel)
<+> border (drawMap game)
)
<=> drawCharacterInfo (game ^. character)
drawGame = evalState $ do
game <- get
drawnMap <- drawMap
pure
. pure
. withBorderStyle unicode
$ case game ^. promptState of
NoPrompt -> drawMessages (game ^. messageHistory)
_ -> emptyWidget
<=> drawPromptState (game ^. promptState)
<=>
(maybe emptyWidget (drawPanel game) (game ^. activePanel)
<+> border drawnMap
)
<=> drawCharacterInfo (game ^. character)