v0.4.2: updated TODOs

This commit is contained in:
Evan Debenham 2016-09-06 02:25:11 -04:00
parent 60c16201cf
commit 1da1ae73c9
8 changed files with 2 additions and 11 deletions

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@ -67,10 +67,6 @@ public class PathFinder {
CIRCLE = new int[]{-width-1, -width, -width+1, +1, +width+1, +width, +width-1, -1};
}
//TODO currently this isn't used, and all pathfinding is recomputed each step.
// Computing each step is performance expensive, but pre-computing a path leads to incorrect
// pathing in cases where passable changes. Need to look into a compromise, something that's
// correct but is less costly
public static Path find( int from, int to, boolean[] passable ) {
if (!buildDistanceMap( from, to, passable )) {

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@ -192,7 +192,6 @@ public class Generator {
}
}
//TODO decide on balancing here
private static final float[][] floorSetTierProbs = new float[][] {
{0, 70, 20, 8, 2},
{0, 25, 50, 20, 5},

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@ -29,7 +29,6 @@ import com.watabou.utils.Bundle;
import java.util.ArrayList;
//FIXME: this should be upgradeable, fix in 0.4.0
abstract public class ClassArmor extends Armor {
private static final String AC_SPECIAL = "SPECIAL";

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@ -37,7 +37,6 @@ public class Affection extends Glyph {
@Override
public int proc( Armor armor, Char attacker, Char defender, int damage) {
//TODO balancing
int level = Math.max(0, armor.level());
if (Random.Int( level / 2 + 10 ) >= 9) {

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@ -36,8 +36,6 @@ import com.watabou.noosa.audio.Sample;
import com.watabou.utils.Callback;
import com.watabou.utils.Random;
//TODO: balancing
public class WandOfCorruption extends Wand {
{

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@ -61,7 +61,7 @@ public final class ShadowCaster {
}
//TODO: This is still fairly expensive, look into further optimizing this
//FIXME This is is the primary performance bottleneck for game logic, need to optimize or rewrite
private static void scanSector( int distance, boolean[] fieldOfView, boolean[] losBlocking, Obstacles obs, int cx, int cy, int m1, int m2, int m3, int m4 ) {
obs.reset();

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@ -196,6 +196,7 @@ public class QuickSlotButton extends Button implements WndBag.Listener {
return autoAim(target, new Item());
}
//FIXME: this is currently very expensive, should either optimize ballistica or this, or both
public static int autoAim(Char target, Item item){
//first try to directly target

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@ -33,7 +33,6 @@ import com.watabou.noosa.NinePatch;
import com.watabou.noosa.TouchArea;
import com.watabou.utils.Signal;
//TODO: need to do a big consistency pass on windows now that text size is consistent (larger in many cases)
public class Window extends Group implements Signal.Listener<Key> {
protected int width;