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Classes
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0efcec5da6
Stress-testing 800 in-fighting Orcs with all the new Combat rules. Game still runs at under 200ms per action. Given we will never have 800 angry orcs in the same rooms, I think it's fair to assume the game will NEVER be so big that it slows down, specially since normal demand increase will happen with sparse NPCs, where each NPC does not increase the processing demand of the other NPCs (mostly linear increase, while in this case each NPC not only brought its own rules, but also made everyone else's rules harder to execute). Quite happy with results. Blog over.
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5 rokov pred |
Debug.ts
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0ae82171d5
Hurt cheat
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6 rokov pred |
EveryTurn.ts
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5161c5d9dc
Aggressive action processing correctly handled by the AI.
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5 rokov pred |
Fucking.ts
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2c9126113d
I HAVE NO MEMORY OF DOING ANY OF THIS BUT IT STILL WORKS SO I GUESS IT MUST BE OKAY
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6 rokov pred |
MachineBegins.ts
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c48782816a
Clearer for what happens once DOM is loaded: we follow the rules.
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6 rokov pred |
OutOfPlay.ts
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def22230dc
add note
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6 rokov pred |
PlayBegins.ts
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10f46d3774
I no longer understand this. However, it works, so I'll just never look at it again.
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5 rokov pred |
Settings.ts
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0efcec5da6
Stress-testing 800 in-fighting Orcs with all the new Combat rules. Game still runs at under 200ms per action. Given we will never have 800 angry orcs in the same rooms, I think it's fair to assume the game will NEVER be so big that it slows down, specially since normal demand increase will happen with sparse NPCs, where each NPC does not increase the processing demand of the other NPCs (mostly linear increase, while in this case each NPC not only brought its own rules, but also made everyone else's rules harder to execute). Quite happy with results. Blog over.
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5 rokov pred |
Tests.ts
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27f237be67
First Git
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6 rokov pred |
TurnSequence.ts
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5161c5d9dc
Aggressive action processing correctly handled by the AI.
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5 rokov pred |
WorldState.ts
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10f46d3774
I no longer understand this. However, it works, so I'll just never look at it again.
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5 rokov pred |