From 1da1ae73c904848236eefee5c53c0c1b16d887d5 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Tue, 6 Sep 2016 02:25:11 -0400 Subject: [PATCH] v0.4.2: updated TODOs --- SPD-classes/src/main/java/com/watabou/utils/PathFinder.java | 4 ---- .../shatteredpixel/shatteredpixeldungeon/items/Generator.java | 1 - .../shatteredpixeldungeon/items/armor/ClassArmor.java | 1 - .../shatteredpixeldungeon/items/armor/glyphs/Affection.java | 1 - .../shatteredpixeldungeon/items/wands/WandOfCorruption.java | 2 -- .../shatteredpixeldungeon/mechanics/ShadowCaster.java | 2 +- .../shatteredpixeldungeon/ui/QuickSlotButton.java | 1 + .../com/shatteredpixel/shatteredpixeldungeon/ui/Window.java | 1 - 8 files changed, 2 insertions(+), 11 deletions(-) diff --git a/SPD-classes/src/main/java/com/watabou/utils/PathFinder.java b/SPD-classes/src/main/java/com/watabou/utils/PathFinder.java index ab568b9be..a4eeb0387 100644 --- a/SPD-classes/src/main/java/com/watabou/utils/PathFinder.java +++ b/SPD-classes/src/main/java/com/watabou/utils/PathFinder.java @@ -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 )) { diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/Generator.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/Generator.java index d875978cc..c3bc8f32e 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/Generator.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/Generator.java @@ -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}, diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/ClassArmor.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/ClassArmor.java index e9bbbb593..b40dc56af 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/ClassArmor.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/ClassArmor.java @@ -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"; diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/glyphs/Affection.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/glyphs/Affection.java index 23dab2d53..8b43b53a6 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/glyphs/Affection.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/armor/glyphs/Affection.java @@ -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) { diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/wands/WandOfCorruption.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/wands/WandOfCorruption.java index 551cd39d4..11d083aca 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/wands/WandOfCorruption.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/items/wands/WandOfCorruption.java @@ -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 { { diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/mechanics/ShadowCaster.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/mechanics/ShadowCaster.java index 68c0858b0..0713775cb 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/mechanics/ShadowCaster.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/mechanics/ShadowCaster.java @@ -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(); diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/QuickSlotButton.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/QuickSlotButton.java index 20e8b40c9..4d5b05ff0 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/QuickSlotButton.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/QuickSlotButton.java @@ -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 diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/Window.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/Window.java index c4cefd8a9..e9a1aab2b 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/Window.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/Window.java @@ -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 { protected int width;