diff --git a/src/core/game_objects.rs b/src/core/game_objects.rs index c50c04f..3d7b4cb 100644 --- a/src/core/game_objects.rs +++ b/src/core/game_objects.rs @@ -32,7 +32,6 @@ impl GameObjects { } } - // TODO: Add function that returns iterator over all tiles. pub fn get_tile_at(&mut self, x: usize, y: usize) -> &mut Option { // offset by one because player is the first object &mut self.obj_vec[(y * (WORLD_WIDTH as usize) + x) + 1] diff --git a/src/entity/action.rs b/src/entity/action.rs index f710c86..aa50431 100644 --- a/src/entity/action.rs +++ b/src/entity/action.rs @@ -3,8 +3,6 @@ //! Any action is supposed to be assigned to one of the three trait families (sensing, prcessing, //! actuating) of an object -// TODO: Create actions for setting and using quick/primary/secondary actions. - use std::fmt::Debug; use tcod::colors; @@ -68,7 +66,6 @@ pub enum ActionResult { /// Prototype for all actions. /// They need to be `performable` and have a cost (even if it's 0). -/// TODO: Add target here and remove action prototypes! #[typetag::serde(tag = "type")] pub trait Action: ActionClone + Debug { fn perform( @@ -227,7 +224,6 @@ impl Action for AttackAction { } /// Move an object -// TODO: Maybe create enum target {self, other{object_id}} to use for any kind of targetable action. #[derive(Debug, Serialize, Deserialize, Clone)] pub struct MoveAction { lvl: i32, diff --git a/src/entity/object.rs b/src/entity/object.rs index cc27b80..4e35ca1 100644 --- a/src/entity/object.rs +++ b/src/entity/object.rs @@ -39,7 +39,6 @@ pub struct Object { next_action: Option>, default_action: Box, quick_action: Box, - // TODO: add default action to walk mapping! } #[derive(Debug, Serialize, Deserialize, Default)] diff --git a/src/test/ai.rs b/src/test/ai.rs index 6201c20..f8ce7fc 100644 --- a/src/test/ai.rs +++ b/src/test/ai.rs @@ -4,9 +4,6 @@ use crate::core::world::world_gen::Tile; use crate::entity::action::MoveAction; use crate::entity::genetics::{Actuators, Dna, Processors, Sensors}; -// TODO: test walking in any direction -// TODO: test walking in only one possible direction -// TODO: test blocked by monsters => only can pass // TODO: extend available actions and tests to include attacking #[test]