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Prisoners

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Stephen R

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I added the limited range FOV today after it being decided that it was really required. The FOV generation code is quite flexible, so I'll be able to use it for the guards when I get around to doing them.

I'm in the middle of handling the prisoners at the moment. I have them about half done - they are being loaded from the map, oriented correctly and are being displayed (all be it with the wrong sprite for now). Whats left to be done is the speach boxes that appear when you approach them. This won't be too hard - I might even get it done tonight.

I've begun to notice something since I started adding the prisoners. I really regret not doing some basic form of partitioning on the map so I don't have to perform checks against all the prisoners/guards. Its not manifesting itself in a performance hit yet and I doubt it will since it equates to about twenty distance checks per update at worst (a miniscule number) but from now on whenever I'm writing a tile map I'm going to do at least some partitioning.
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