v0.4.2: updated TODOs
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@ -67,10 +67,6 @@ public class PathFinder {
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CIRCLE = new int[]{-width-1, -width, -width+1, +1, +width+1, +width, +width-1, -1};
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CIRCLE = new int[]{-width-1, -width, -width+1, +1, +width+1, +width, +width-1, -1};
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}
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}
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//TODO currently this isn't used, and all pathfinding is recomputed each step.
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// Computing each step is performance expensive, but pre-computing a path leads to incorrect
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// pathing in cases where passable changes. Need to look into a compromise, something that's
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// correct but is less costly
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public static Path find( int from, int to, boolean[] passable ) {
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public static Path find( int from, int to, boolean[] passable ) {
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if (!buildDistanceMap( from, to, passable )) {
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if (!buildDistanceMap( from, to, passable )) {
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@ -192,7 +192,6 @@ public class Generator {
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}
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}
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}
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}
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//TODO decide on balancing here
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private static final float[][] floorSetTierProbs = new float[][] {
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private static final float[][] floorSetTierProbs = new float[][] {
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{0, 70, 20, 8, 2},
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{0, 70, 20, 8, 2},
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{0, 25, 50, 20, 5},
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{0, 25, 50, 20, 5},
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@ -29,7 +29,6 @@ import com.watabou.utils.Bundle;
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import java.util.ArrayList;
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import java.util.ArrayList;
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//FIXME: this should be upgradeable, fix in 0.4.0
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abstract public class ClassArmor extends Armor {
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abstract public class ClassArmor extends Armor {
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private static final String AC_SPECIAL = "SPECIAL";
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private static final String AC_SPECIAL = "SPECIAL";
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@ -37,7 +37,6 @@ public class Affection extends Glyph {
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@Override
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@Override
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public int proc( Armor armor, Char attacker, Char defender, int damage) {
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public int proc( Armor armor, Char attacker, Char defender, int damage) {
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//TODO balancing
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int level = Math.max(0, armor.level());
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int level = Math.max(0, armor.level());
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if (Random.Int( level / 2 + 10 ) >= 9) {
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if (Random.Int( level / 2 + 10 ) >= 9) {
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@ -36,8 +36,6 @@ import com.watabou.noosa.audio.Sample;
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import com.watabou.utils.Callback;
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import com.watabou.utils.Callback;
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import com.watabou.utils.Random;
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import com.watabou.utils.Random;
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//TODO: balancing
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public class WandOfCorruption extends Wand {
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public class WandOfCorruption extends Wand {
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{
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{
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@ -61,7 +61,7 @@ public final class ShadowCaster {
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}
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}
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//TODO: This is still fairly expensive, look into further optimizing this
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//FIXME This is is the primary performance bottleneck for game logic, need to optimize or rewrite
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private static void scanSector( int distance, boolean[] fieldOfView, boolean[] losBlocking, Obstacles obs, int cx, int cy, int m1, int m2, int m3, int m4 ) {
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private static void scanSector( int distance, boolean[] fieldOfView, boolean[] losBlocking, Obstacles obs, int cx, int cy, int m1, int m2, int m3, int m4 ) {
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obs.reset();
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obs.reset();
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@ -196,6 +196,7 @@ public class QuickSlotButton extends Button implements WndBag.Listener {
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return autoAim(target, new Item());
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return autoAim(target, new Item());
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}
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}
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//FIXME: this is currently very expensive, should either optimize ballistica or this, or both
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public static int autoAim(Char target, Item item){
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public static int autoAim(Char target, Item item){
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//first try to directly target
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//first try to directly target
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@ -33,7 +33,6 @@ import com.watabou.noosa.NinePatch;
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import com.watabou.noosa.TouchArea;
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import com.watabou.noosa.TouchArea;
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import com.watabou.utils.Signal;
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import com.watabou.utils.Signal;
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//TODO: need to do a big consistency pass on windows now that text size is consistent (larger in many cases)
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public class Window extends Group implements Signal.Listener<Key> {
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public class Window extends Group implements Signal.Listener<Key> {
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protected int width;
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protected int width;
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