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author | Griffin Smith <grfn@gws.fyi> | 2021-06-12T18·41-0400 |
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committer | grfn <grfn@gws.fyi> | 2021-06-12T18·57+0000 |
commit | c19e3dae5f6087c7e446c6be620c370d9957cf7c (patch) | |
tree | 29c3c1206c615478cac96da978c96271b05e4f1b /users/grfn/xanthous/src/Xanthous/Prelude.hs | |
parent | 80d501d553b4aa5c7f687c69cb473ea2ac299354 (diff) |
feat(xanthous): Memoize characterVisiblePositions r/2653
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
Diffstat (limited to 'users/grfn/xanthous/src/Xanthous/Prelude.hs')
-rw-r--r-- | users/grfn/xanthous/src/Xanthous/Prelude.hs | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/users/grfn/xanthous/src/Xanthous/Prelude.hs b/users/grfn/xanthous/src/Xanthous/Prelude.hs index 4d79b026f14a..2cb4299303ba 100644 --- a/users/grfn/xanthous/src/Xanthous/Prelude.hs +++ b/users/grfn/xanthous/src/Xanthous/Prelude.hs @@ -21,6 +21,7 @@ module Xanthous.Prelude import ClassyPrelude hiding ( return, (<|), unsnoc, uncons, cons, snoc, index, (<.>), Index, say , catMaybes, filter, mapMaybe, hashNub, ordNub + , Memoized, runMemoized ) import Data.Kind import GHC.TypeLits hiding (Text) |