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2021-11-06 r/3010 refactor(gs/xanthous): Use a Word for the level numberGriffin Smith1-6/+16
Using a signed Int here is a little silly, since we can never have negative levels. Change-Id: Ibe03be5014226e07dfa6f78d8360301bc1b7c9b1 Reviewed-on: https://cl.tvl.fyi/c/depot/+/3803 Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
2021-10-30 r/2994 feat(gs/xanthous): Allow throwing rocksGriffin Smith2-15/+28
Implement a first pass at a "fire" command, which allows throwing rocks, the max distance and the damage of which is based on the weight of the item and the strength of the player. Currently the actual numbers here likely need some tweaking, as the rocks are easily throwable at good distances but don't really deal any damage. Change-Id: Ic6ad0599444af44d8438b834237a1997b67f220f Reviewed-on: https://cl.tvl.fyi/c/depot/+/3764 Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
2021-06-23 r/2680 feat(xanthous): Add a command to describe an item in the inventoryGriffin Smith1-2/+8
Add a new DescribeInventory command, bound to I, to prompt for an item in the inventory (anywhere in the inventory, including wielded) and display a (new) panel describing it in detail. This description includes the description, the long description, and the item's physical properties (volume, density, and weight). Change-Id: Idc1a05ab16b4514728d42aa6b520f93bea807c07 Reviewed-on: https://cl.tvl.fyi/c/depot/+/3227 Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
2021-06-12 r/2653 feat(xanthous): Memoize characterVisiblePositionsGriffin Smith1-0/+98
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
2021-04-12 r/2485 refactor(users/glittershark): Rename to grfnGriffin Smith8-0/+996
Rename my //users directory and all places that refer to glittershark to grfn, including nix references and documentation. This may require some extra attention inside of gerrit's database after it lands to allow me to actually push things. Change-Id: I4728b7ec2c60024392c1c1fa6e0d4a59b3e266fa Reviewed-on: https://cl.tvl.fyi/c/depot/+/2933 Tested-by: BuildkiteCI Reviewed-by: tazjin <mail@tazj.in> Reviewed-by: lukegb <lukegb@tvl.fyi> Reviewed-by: glittershark <grfn@gws.fyi>